### 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)

for (int i = 0; i < E.value.shapes.size(); i++) {
				E.value.shapes[i].tagged = false;
				rc++;
			}
		}
		_RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
		int toadd_count = 0;
		RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
		int toremove_count = 0;
		
		for (int i = 0; i < p_state->get_contact_count(); i++) {
			RID col_rid = p_state->get_contact_collider(i);
			ObjectID col_obj = p_state->get_contact_collider_id(i);
			int local_shape = p_state->get_contact_local_shape(i);
			int col_shape = p_state->get_contact_collider_shape(i);
			HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
			if (!E) {
				toadd[toadd_count].rid = col_rid;
				toadd[toadd_count].local_shape = local_shape;
				toadd[toadd_count].id = col_obj;
				toadd[toadd_count].shape = col_shape;
				toadd_count++;
				continue;
			}
			ShapePair sp(col_shape, local_shape);
			int idx = E->value.shapes.find(sp);
			if (idx == -1) {
				toadd[toadd_count].rid = col_rid;
				toadd[toadd_count].local_shape = local_shape;
				toadd[toadd_count].id = col_obj;