### 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)

void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
	void apply_torque_impulse(const Vector3 &p_impulse);
	void apply_central_force(const Vector3 &p_force);
	void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
	void apply_torque(const Vector3 &p_torque);
	void add_constant_central_force(const Vector3 &p_force);
	void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3());
	void add_constant_torque(const Vector3 &p_torque);
	void set_constant_force(const Vector3 &p_force);
	Vector3 get_constant_force() const;
	void set_constant_torque(const Vector3 &p_torque);
	Vector3 get_constant_torque() const;
	virtual PackedStringArray get_configuration_warnings() const override;
	RigidBody3D();
	~RigidBody3D();
private:
	void _reload_physics_characteristics();
};
VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
VARIANT_ENUM_CAST(RigidBody3D::DampMode);
class KinematicCollision3D;
class CharacterBody3D : public PhysicsBody3D {
	GDCLASS(CharacterBody3D, PhysicsBody3D);
public:
	enum MotionMode {
		MOTION_MODE_GROUNDED,
		MOTION_MODE_FLOATING,
	};
	enum PlatformOnLeave {