### 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)

if (freeze) {
		switch (freeze_mode) {
			case FREEZE_MODE_STATIC: {
				set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
			} break;
			case FREEZE_MODE_KINEMATIC: {
				set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
			} break;
		}
	} else if (lock_rotation) {
		set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
	} else {
		set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
	}
}
void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
	if (p_lock_rotation == lock_rotation) {
		return;
	}
	lock_rotation = p_lock_rotation;
	_apply_body_mode();
}
bool RigidBody3D::is_lock_rotation_enabled() const {
	return lock_rotation;
}
void RigidBody3D::set_freeze_enabled(bool p_freeze) {