### Godot version

v4.1.rc1.official [1f9e540f1]

### System information

Godot v4.1.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - AMD FX(tm)-6300 Six-Core Processor (6 Threads)

### Issue description

When damping is used and a particle is fully stopped, it gets new shape, color, angular velocity, etc. It looks like it's being recreated from scratch.

### Steps to reproduce

1. Run the project.
2. Open block_hit_particles.tscn.

### Minimal reproduction project

[Bugged Particles.zip](https://github.com/godotengine/godot/files/11887286/Bugged.Particles.zip)

code += "		dot(delta - vec4(0.0, 1.0, 0.0, 0.0), grad_0100), dot(delta - vec4(1.0, 1.0, 0.0, 0.0), grad_1100));\n";
		code += "	vec4 result_4567 = vec4(\n";
		code += "		dot(delta - vec4(0.0, 0.0, 1.0, 0.0), grad_0010), dot(delta - vec4(1.0, 0.0, 1.0, 0.0), grad_1010),\n";
		code += "		dot(delta - vec4(0.0, 1.0, 1.0, 0.0), grad_0110), dot(delta - vec4(1.0, 1.0, 1.0, 0.0), grad_1110));\n";
		code += "	vec4 result_89AB = vec4(\n";
		code += "		dot(delta - vec4(0.0, 0.0, 0.0, 1.0), grad_0001), dot(delta - vec4(1.0, 0.0, 0.0, 1.0), grad_1001),\n";
		code += "		dot(delta - vec4(0.0, 1.0, 0.0, 1.0), grad_0101), dot(delta - vec4(1.0, 1.0, 0.0, 1.0), grad_1101));\n";
		code += "	vec4 result_CDEF = vec4(\n";
		code += "		dot(delta - vec4(0.0, 0.0, 1.0, 1.0), grad_0011), dot(delta - vec4(1.0, 0.0, 1.0, 1.0), grad_1011),\n";
		code += "		dot(delta - vec4(0.0, 1.0, 1.0, 1.0), grad_0111), dot(delta - vec4(1.0, 1.0, 1.0, 1.0), grad_1111));\n\n";
		code += "	vec4 fade = delta * delta * delta * (10.0 + delta * (-15.0 + delta * 6.0));\n";
		code += "	vec4 result_W0 = mix(result_0123, result_89AB, fade.w), result_W1 = mix(result_4567, result_CDEF, fade.w);\n";
		code += "	vec4 result_WZ = mix(result_W0, result_W1, fade.z);\n";
		code += "	vec2 result_WZY = mix(result_WZ.xy, result_WZ.zw, fade.y);\n";
		code += "	return mix(result_WZY.x, result_WZY.y, fade.x);\n";
		code += "}\n\n";
		code += "// Curl 3D and three-noise function with friendly permission by Isaac Cohen.\n";
		code += "// Modified to accept 4D noise.\n";
		code += "vec3 noise_3x(vec4 p) {\n";
		code += "	float s = noise(p);\n";
		code += "	float s1 = noise(p + vec4(vec3(0.0), 1.7320508 * 2048.333333));\n";
		code += "	float s2 = noise(p - vec4(vec3(0.0), 1.7320508 * 2048.333333));\n";
		code += "	vec3 c = vec3(s, s1, s2);\n";
		code += "	return c;\n";
		code += "}\n";
		code += "vec3 curl_3d(vec4 p, float c) {\n";
		code += "	float epsilon = 0.001 + c;\n";
		code += "	vec4 dx = vec4(epsilon, 0.0, 0.0, 0.0);\n";
		code += "	vec4 dy = vec4(0.0, epsilon, 0.0, 0.0);\n";
		code += "	vec4 dz = vec4(0.0, 0.0, epsilon, 0.0);\n";