### 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)

CollisionState result_state;
			_set_collision_direction(result, result_state);
			if (result.remainder.is_zero_approx()) {
				motion = Vector3();
				break;
			}
			if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
				motion = Vector3();
				if (result.travel.length() < margin + CMP_EPSILON) {
					Transform3D gt = get_global_transform();
					gt.origin -= result.travel;
					set_global_transform(gt);
				}
			} else if (first_slide) {
				Vector3 motion_slide_norm = result.remainder.slide(wall_normal).normalized();
				motion = motion_slide_norm * (motion.length() - result.travel.length());
			} else {
				motion = result.remainder.slide(wall_normal);
			}
			if (motion.dot(velocity) <= 0.0) {
				motion = Vector3();
			}
		}
		if (!collided || motion.is_zero_approx()) {
			break;
		}
		first_slide = false;
	}
}
void CharacterBody3D::apply_floor_snap() {