### 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 (center_of_mass_mode == p_mode) {
		return;
	}
	center_of_mass_mode = p_mode;
	switch (center_of_mass_mode) {
		case CENTER_OF_MASS_MODE_AUTO: {
			center_of_mass = Vector2();
			PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
			if (inertia != 0.0) {
				PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
			}
		} break;
		case CENTER_OF_MASS_MODE_CUSTOM: {
			PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
		} break;
	}
}
RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const {
	return center_of_mass_mode;
}
void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
	if (center_of_mass == p_center_of_mass) {
		return;
	}
	ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
	center_of_mass = p_center_of_mass;
	PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
const Vector2 &RigidBody2D::get_center_of_mass() const {