### 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)

toadd[toadd_count].shape = col_shape;
				toadd_count++;
				continue;
			}
			E->value.shapes[idx].tagged = true;
		}
		
		for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
			for (int i = 0; i < E.value.shapes.size(); i++) {
				if (!E.value.shapes[i].tagged) {
					toremove[toremove_count].rid = E.value.rid;
					toremove[toremove_count].body_id = E.key;
					toremove[toremove_count].pair = E.value.shapes[i];
					toremove_count++;
				}
			}
		}
		
		for (int i = 0; i < toremove_count; i++) {
			_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
		}
		
		for (int i = 0; i < toadd_count; i++) {
			_body_inout(1, toremove[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
		}
		contact_monitor->locked = false;
	}
	unlock_callback();
}
void RigidBody3D::_notification(int p_what) {