### 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)

lock_callback();
	set_ignore_transform_notification(true);
	set_global_transform(p_state->get_transform());
	linear_velocity = p_state->get_linear_velocity();
	angular_velocity = p_state->get_angular_velocity();
	inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
	if (sleeping != p_state->is_sleeping()) {
		sleeping = p_state->is_sleeping();
		emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
	}
	GDVIRTUAL_CALL(_integrate_forces, p_state);
	set_ignore_transform_notification(false);
	_on_transform_changed();
	if (contact_monitor) {
		contact_monitor->locked = true;
		
		int rc = 0;
		for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {