### 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)

turbulence_enabled = p_turbulence_enabled;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_enabled, turbulence_enabled);
	_queue_shader_change();
	notify_property_list_changed();
}
bool ParticleProcessMaterial::get_turbulence_enabled() const {
	return turbulence_enabled;
}
void ParticleProcessMaterial::set_turbulence_noise_strength(float p_turbulence_noise_strength) {
	turbulence_noise_strength = p_turbulence_noise_strength;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_strength, p_turbulence_noise_strength);
}
float ParticleProcessMaterial::get_turbulence_noise_strength() const {
	return turbulence_noise_strength;
}
void ParticleProcessMaterial::set_turbulence_noise_scale(float p_turbulence_noise_scale) {
	turbulence_noise_scale = p_turbulence_noise_scale;
	const float noise_frequency_when_slider_is_zero = 4.0;
	const float max_slider_value = 10.0;
	const float curve_exponent = 0.25;
	const float curve_rescale = noise_frequency_when_slider_is_zero / pow(max_slider_value, curve_exponent);
	float shader_turbulence_noise_scale = pow(p_turbulence_noise_scale, curve_exponent) * curve_rescale - noise_frequency_when_slider_is_zero;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->turbulence_noise_scale, shader_turbulence_noise_scale);
}
float ParticleProcessMaterial::get_turbulence_noise_scale() const {
	return turbulence_noise_scale;
}
void ParticleProcessMaterial::set_turbulence_noise_speed_random(float p_turbulence_noise_speed_random) {