### 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)

Transform3D gt = get_global_transform();
				if (result.travel.length() <= margin + CMP_EPSILON) {
					gt.origin -= result.travel;
				}
				set_global_transform(gt);
				velocity = Vector3();
				motion = Vector3();
				last_motion = Vector3();
				break;
			}
			if (result.remainder.is_zero_approx()) {
				motion = Vector3();
				break;
			}
			
			bool apply_default_sliding = true;
			
			if (result_state.wall && (motion_slide_up.dot(wall_normal) <= 0)) {
				
				if (floor_block_on_wall) {
					
					
					Vector3 horizontal_motion = motion.slide(up_direction);
					Vector3 horizontal_normal = wall_normal.slide(up_direction).normalized();
					real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(horizontal_motion.normalized())));
					
					
					
					if (motion_angle < .5 * Math_PI) {
						apply_default_sliding = false;