### Godot version

Godot 4 stable and Godot 3.x LTS

### System information

Fedora linux

### Issue description

If you use some custom logic inside _integrate_forces() to alter the state linear velocity and there is any reference to linear_velocity in physics process, the result in godot 3.5 is that it moves just a little bit, while in godot 4 is totally still.

### Steps to reproduce

For the example i created a simple scene in which i apply a force on the linear velocity in  _integrate_forces()  and added a line that add zero to it in physics process. You will not see any move, but it will work fine if you comment the line adding zero.


### Minimal reproduction project

[PhysicsBugReproduction.zip](https://github.com/godotengine/godot/files/12139772/PhysicsBugReproduction.zip)

return contact_monitor != nullptr;
}
TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
	ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node3D>());
	TypedArray<Node3D> ret;
	ret.resize(contact_monitor->body_map.size());
	int idx = 0;
	for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
		Object *obj = ObjectDB::get_instance(E.key);
		if (!obj) {
			ret.resize(ret.size() - 1); 
		} else {
			ret[idx++] = obj;
		}
	}
	return ret;
}
PackedStringArray RigidBody3D::get_configuration_warnings() const {