### 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)

case PARAM_ANIM_OFFSET: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, tex_rid);
		} break;
		case PARAM_TURB_INFLUENCE_OVER_LIFE: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_influence_over_life, tex_rid);
			_adjust_curve_range(p_texture, 0, 1);
		} break;
		case PARAM_TURB_VEL_INFLUENCE: {
			
		} break;
		case PARAM_TURB_INIT_DISPLACEMENT: {
			
		} break;
		case PARAM_MAX:
			break; 
	}
	_queue_shader_change();
}
Ref<Texture2D> ParticleProcessMaterial::get_param_texture(Parameter p_param) const {
	ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture2D>());
	return tex_parameters[p_param];
}
void ParticleProcessMaterial::set_color(const Color &p_color) {
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color);
	color = p_color;
}
Color ParticleProcessMaterial::get_color() const {
	return color;
}
void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {