### 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 (!sync_to_physics) {
		return;
	}
	last_valid_transform = p_state->get_transform();
	set_notify_local_transform(false);
	set_global_transform(last_valid_transform);
	set_notify_local_transform(true);
}
void AnimatableBody2D::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			last_valid_transform = get_global_transform();
			_update_kinematic_motion();
		} break;
		case NOTIFICATION_EXIT_TREE: {
			set_only_update_transform_changes(false);
			set_notify_local_transform(false);
		} break;
		case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
			
			Transform2D new_transform = get_global_transform();
			PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
			
			set_notify_local_transform(false);
			set_global_transform(last_valid_transform);
			set_notify_local_transform(true);
		} break;
	}
}
void AnimatableBody2D::_bind_methods() {