### 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)

PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
	PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed));
}
RigidBody2D::~RigidBody2D() {
	if (contact_monitor) {
		memdelete(contact_monitor);
	}
}
void RigidBody2D::_reload_physics_characteristics() {
	if (physics_material_override.is_null()) {
		PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
		PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
	} else {
		PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
		PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
	}
}
#define FLOOR_ANGLE_THRESHOLD 0.01
bool CharacterBody2D::move_and_slide() {
	
	double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
	Vector2 current_platform_velocity = platform_velocity;
	Transform2D gt = get_global_transform();
	previous_position = gt.columns[2];