### 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 in_scene = false;
		VSet<ShapePair> shapes;
	};
	struct ContactMonitor {
		bool locked = false;
		HashMap<ObjectID, BodyState> body_map;
	};
	ContactMonitor *contact_monitor = nullptr;
	void _body_enter_tree(ObjectID p_id);
	void _body_exit_tree(ObjectID p_id);
	void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
	static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
	void _body_state_changed(PhysicsDirectBodyState2D *p_state);
protected:
	void _notification(int p_what);
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;
	GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
	void _apply_body_mode();
public:
	void set_lock_rotation_enabled(bool p_lock_rotation);
	bool is_lock_rotation_enabled() const;
	void set_freeze_enabled(bool p_freeze);
	bool is_freeze_enabled() const;
	void set_freeze_mode(FreezeMode p_freeze_mode);
	FreezeMode get_freeze_mode() const;
	void set_mass(real_t p_mass);
	real_t get_mass() const;
	void set_inertia(real_t p_inertia);