### 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 += "			TRANSFORM[3].xyz += COLLISION_NORMAL * COLLISION_DEPTH;\n";
		code += "			VELOCITY -= COLLISION_NORMAL * dot(COLLISION_NORMAL, VELOCITY) * (1.0 + collision_bounce);\n";
		code += "			VELOCITY = mix(VELOCITY,vec3(0.0),clamp(collision_friction, 0.0, 1.0));\n";
		code += "		} else {\n";
		code += "			VELOCITY = vec3(0.0);\n";
		
		if (turbulence_enabled) {
			code += "			noise_direction = vec3(1.0, 0.0, 0.0);\n";
		}
		code += "		}\n";
		code += "	}\n";
	} else if (collision_mode == COLLISION_HIDE_ON_CONTACT) {
		code += "	if (COLLIDED) {\n";
		code += "		ACTIVE = false;\n";
		code += "	}\n";
	}
	if (sub_emitter_mode != SUB_EMITTER_DISABLED && !RenderingServer::get_singleton()->is_low_end()) {
		code += "	int emit_count = 0;\n";
		switch (sub_emitter_mode) {
			case SUB_EMITTER_CONSTANT: {
				code += "	float interval_from = CUSTOM.y * LIFETIME - DELTA;\n";
				code += "	float interval_rem = sub_emitter_frequency - mod(interval_from,sub_emitter_frequency);\n";
				code += "	if (DELTA >= interval_rem) emit_count = 1;\n";
			} break;
			case SUB_EMITTER_AT_COLLISION: {
				code += "	if (COLLIDED) emit_count = sub_emitter_amount_at_collision;\n";
			} break;
			case SUB_EMITTER_AT_END: {
				code += "	float unit_delta = DELTA/LIFETIME;\n";
				code += "	float end_time = CUSTOM.w * 0.95;\n";