### 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)

turbulence_noise_speed_random = p_turbulence_noise_speed_random;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed_random, p_turbulence_noise_speed_random);
}
float ParticleProcessMaterial::get_turbulence_noise_speed_random() const {
	return turbulence_noise_speed_random;
}
void ParticleProcessMaterial::set_turbulence_noise_speed(const Vector3 &p_turbulence_noise_speed) {
	turbulence_noise_speed = p_turbulence_noise_speed;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_speed, turbulence_noise_speed);
}
Vector3 ParticleProcessMaterial::get_turbulence_noise_speed() const {
	return turbulence_noise_speed;
}
void ParticleProcessMaterial::set_gravity(const Vector3 &p_gravity) {
	gravity = p_gravity;
	Vector3 gset = gravity;
	if (gset == Vector3()) {
		gset = Vector3(0, -0.000001, 0); 
	}
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset);
}
Vector3 ParticleProcessMaterial::get_gravity() const {
	return gravity;
}
void ParticleProcessMaterial::set_lifetime_randomness(double p_lifetime) {
	lifetime_randomness = p_lifetime;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->lifetime_randomness, lifetime_randomness);
}
double ParticleProcessMaterial::get_lifetime_randomness() const {