### 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)

if ((on_ || on_wall) && platform_rid.is_valid()) {
		bool excluded = false;
		if (on_) {
			excluded = (platform__layers & platform_layer) == 0;
		} else if (on_wall) {
			excluded = (platform_wall_layers & platform_layer) == 0;
		}
		if (!excluded) {
			
			PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
			if (bs) {
				Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
				current_platform_velocity = bs->get_velocity_at_local_position(local_position);
			} else {
				
				current_platform_velocity = Vector2();
				platform_rid = RID();
			}
		} else {
			current_platform_velocity = Vector2();
		}
	}
	motion_results.clear();
	last_motion = Vector2();
	bool was_on_ = on_;
	on_ = false;
	on_ = false;
	on_wall = false;
	if (!current_platform_velocity.is_zero_approx()) {
		PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);