### 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 += "	// orbit velocity\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	float orbit_amount = tex_orbit_velocity * mix(orbit_velocity_min, orbit_velocity_max, rand_from_seed(alt_seed));\n";
		code += "	if (orbit_amount != 0.0) {\n";
		code += "	     float ang = orbit_amount * DELTA * pi * 2.0;\n";
		code += "	     mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n";
		code += "	     TRANSFORM[3].xy -= diff.xy;\n";
		code += "	     TRANSFORM[3].xy += rot * diff.xy;\n";
		code += "	}\n";
	}
	code += "	float dmp = mix(damping_min, damping_max, rand_from_seed(alt_seed));\n";
	code += "	if (dmp * tex_damping > 0.0) {\n";
	code += "		float v = length(VELOCITY);\n";
	code += "		float damp = tex_damping * dmp;\n";
	code += "		v -= damp * DELTA;\n";
	code += "		if (v < 0.0) {\n";
	code += "			VELOCITY = vec3(0.0);\n";
	code += "		} else {\n";
	code += "			VELOCITY = normalize(VELOCITY) * v;\n";
	code += "		}\n";
	code += "	}\n";
	code += "	float base_angle = (tex_angle) * mix(initial_angle_min, initial_angle_max, angle_rand);\n";
	code += "	base_angle += CUSTOM.y * LIFETIME * (tex_angular_velocity) * mix(angular_velocity_min,angular_velocity_max, rand_from_seed(alt_seed));\n";
	code += "	CUSTOM.x = base_angle * degree_to_rad;\n"; 
	code += "	CUSTOM.z = (tex_anim_offset) * mix(anim_offset_min, anim_offset_max, rand_from_seed(alt_seed)) + tv * tex_anim_speed * mix(anim_speed_min, anim_speed_max, rand_from_seed(alt_seed));\n"; 
	
	
	if (tex_parameters[PARAM_SCALE].is_valid()) {