### 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)

gt.columns[2] = prev_position;
			set_global_transform(gt);
			Vector2 motion_slide_norm = motion.slide(prev__normal).normalized();
			motion = motion_slide_norm * (motion_slide_up.length());
			collided = true;
		}
		can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
		sliding_enabled = true;
		first_slide = false;
		if (!collided || motion.is_zero_approx()) {
			break;
		}
	}
	_snap_on_(p_was_on_, vel_dir_facing_up);
	// 
	if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
		Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
		if (motion_slide_up.dot(slide_motion) < 0) {
			velocity = up_direction * up_direction.dot(velocity);
		} else {
			// 
			velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
		}
	}
	// 
	if (on_ && !vel_dir_facing_up) {
		velocity = velocity.slide(up_direction);
	}
}
void CharacterBody2D::_move_and_slide_floating(double p_delta) {