### Godot version

v4.1.rc1.official [1f9e540f1]

### System information

Godot v4.1.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - AMD FX(tm)-6300 Six-Core Processor (6 Threads)

### Issue description

When damping is used and a particle is fully stopped, it gets new shape, color, angular velocity, etc. It looks like it's being recreated from scratch.

### Steps to reproduce

1. Run the project.
2. Open block_hit_particles.tscn.

### Minimal reproduction project

[Bugged Particles.zip](https://github.com/godotengine/godot/files/11887286/Bugged.Particles.zip)

code += "	vec3 x0 = noise_3x(p - dx).xyz;\n";
		code += "	vec3 x1 = noise_3x(p + dx).xyz;\n";
		code += "	vec3 y0 = noise_3x(p - dy).xyz;\n";
		code += "	vec3 y1 = noise_3x(p + dy).xyz;\n";
		code += "	vec3 z0 = noise_3x(p - dz).xyz;\n";
		code += "	vec3 z1 = noise_3x(p + dz).xyz;\n";
		code += "	float x = (y1.z - y0.z) - (z1.y - z0.y);\n";
		code += "	float y = (z1.x - z0.x) - (x1.z - x0.z);\n";
		code += "	float z = (x1.y - x0.y) - (y1.x - y0.x);\n";
		code += "	return normalize(vec3(x, y, z));\n";
		code += "}\n";
		code += "vec3 get_noise_direction(vec3 pos) {\n";
		code += "	float adj_contrast = max((turbulence_noise_strength - 1.0), 0.0) * 70.0;\n";
		code += "	vec4 noise_time = TIME * vec4(turbulence_noise_speed, turbulence_noise_speed_random);\n";
		code += "	vec4 noise_pos = vec4(pos * turbulence_noise_scale, 0.0);\n";
		code += "	vec3 noise_direction = curl_3d(noise_pos + noise_time, adj_contrast);\n";
		code += "	noise_direction = mix(0.9 * noise_direction, noise_direction, turbulence_noise_strength - 9.0);\n";
		code += "	return noise_direction;\n";
		code += "}\n";
	}
	
	code += "\n\n";
	code += "float rand_from_seed(inout uint seed) {\n";
	code += "	int k;\n";
	code += "	int s = int(seed);\n";
	code += "	if (s == 0)\n";
	code += "	s = 305420679;\n";
	code += "	k = s / 127773;\n";
	code += "	s = 16807 * (s - k * 127773) - 2836 * k;\n";
	code += "	if (s < 0)\n";