### 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)

code += "	// apply attractor forces\n";
	code += "	VELOCITY += force * DELTA;\n";
	if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
		code += "	VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n";
	}
	
	if (turbulence_enabled) {
		code += "	// apply turbulence\n";
		if (tex_parameters[PARAM_TURB_INFLUENCE_OVER_LIFE].is_valid()) {
			code += "	float turbulence_influence = textureLod(turbulence_influence_over_life, vec2(tv, 0.0), 0.0).r;\n";
		} else {
			code += "	const float turbulence_influence = 1.0;\n";
		}
		code += "	\n";
		code += "	vec3 noise_direction = get_noise_direction(TRANSFORM[3].xyz);\n";
		
		
		
		String extra_tab = "";
		if (collision_mode != COLLISION_RIGID) {
			code += "	if (!COLLIDED) {\n";
			extra_tab = "	";
		}
		code += extra_tab + "	\n";
		code += extra_tab + "	float vel_mag = length(VELOCITY);\n";
		code += extra_tab + "	float vel_infl = clamp(mix(turbulence_influence_min, turbulence_influence_max, rand_from_seed(alt_seed)) * turbulence_influence, 0.0, 1.0);\n";
		code += extra_tab + "	VELOCITY = mix(VELOCITY, normalize(noise_direction) * vel_mag * (1.0 + (1.0 - vel_infl) * 0.2), vel_infl);\n";
		if (collision_mode != COLLISION_RIGID) {
			code += "	}";
		}