### 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)

platform_rid = p_collision.collider;
	platform_object_id = p_collision.collider_id;
	platform_velocity = p_collision.collider_velocity;
	platform_angular_velocity = p_collision.collider_angular_velocity;
	platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
}
void CharacterBody3D::set_safe_margin(real_t p_margin) {
	margin = p_margin;
}
real_t CharacterBody3D::get_safe_margin() const {
	return margin;
}
const Vector3 &CharacterBody3D::get_velocity() const {
	return velocity;
}
void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
	velocity = p_velocity;
}
bool CharacterBody3D::is_on_floor() const {
	return collision_state.floor;
}
bool CharacterBody3D::is_on_floor_only() const {
	return collision_state.floor && !collision_state.wall && !collision_state.ceiling;
}
bool CharacterBody3D::is_on_wall() const {
	return collision_state.wall;
}
bool CharacterBody3D::is_on_wall_only() const {