### 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 += "		{\n";
		code += "			float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
		code += "			float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
		code += "			vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
		code += "			vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
		code += "			direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
		code += "			vec3 spread_direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
		code += "			vec3 direction_nrm = length(direction) > 0.0 ? normalize(direction) : vec3(0.0, 0.0, 1.0);\n";
		code += "			// rotate spread to direction\n";
		code += "			vec3 binormal = cross(vec3(0.0, 1.0, 0.0), direction_nrm);\n";
		code += "			if (length(binormal) < 0.0001) {\n";
		code += "				// direction is parallel to Y. Choose Z as the binormal.\n";
		code += "				binormal = vec3(0.0, 0.0, 1.0);\n";
		code += "			}\n";
		code += "			binormal = normalize(binormal);\n";
		code += "			vec3 normal = cross(binormal, direction_nrm);\n";
		code += "			spread_direction = binormal * spread_direction.x + normal * spread_direction.y + direction_nrm * spread_direction.z;\n";
		code += "			VELOCITY = spread_direction * mix(initial_linear_velocity_min, initial_linear_velocity_max,rand_from_seed(alt_seed));\n";
		code += "		}\n";
	}
	code += "	}\n";
	code += "	float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
	code += "	CUSTOM.x = base_angle * degree_to_rad;\n"; 
	code += "	CUSTOM.y = 0.0;\n"; 
	code += "	CUSTOM.w = (1.0 - lifetime_randomness * rand_from_seed(alt_seed));\n";
	code += "	CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, anim_offset_rand);\n\n"; 
	code += "	if (RESTART_ROT_SCALE) {\n";
	code += "		TRANSFORM[0].xyz = vec3(1.0, 0.0, 0.0);\n";
	code += "		TRANSFORM[1].xyz = vec3(0.0, 1.0, 0.0);\n";