### 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)

if (recovery_length < p_parameters.margin + precision) {
				
				r_result.travel = motion_normal * projected_length;
				r_result.remainder = p_parameters.motion - r_result.travel;
			}
		}
	}
	if (!p_test_only) {
		Transform2D gt = p_parameters.from;
		gt.columns[2] += r_result.travel;
		set_global_transform(gt);
	}
	return colliding;
}
bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
	ERR_FAIL_COND_V(!is_inside_tree(), false);
	PhysicsServer2D::MotionResult *r = nullptr;
	PhysicsServer2D::MotionResult temp_result;
	if (r_collision.is_valid()) {
		
		r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result);
	} else {
		r = &temp_result;
	}
	PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin);
	parameters.recovery_as_collision = p_recovery_as_collision;
	return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {