### 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)

bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result);
	
	
	
	if (p_cancel_sliding) {
		real_t motion_length = p_parameters.motion.length();
		real_t precision = 0.001;
		if (colliding) {
			
			
			precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
			if (r_result.collisions[0].depth > p_parameters.margin + precision) {
				p_cancel_sliding = false;
			}
		}
		if (p_cancel_sliding) {