### 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 (motion_mode == MOTION_MODE_FLOATING) {
		if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
			p_property.usage = PROPERTY_USAGE_NO_EDITOR;
		}
	}
}
CharacterBody3D::CharacterBody3D() :
		PhysicsBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
}
CharacterBody3D::~CharacterBody3D() {
	for (int i = 0; i < slide_colliders.size(); i++) {
		if (slide_colliders[i].is_valid()) {
			slide_colliders.write[i]->owner = nullptr;
		}
	}
}
Vector3 KinematicCollision3D::get_travel() const {
	return result.travel;
}
Vector3 KinematicCollision3D::get_remainder() const {