### 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)

GDCLASS(AnimatableBody2D, StaticBody2D);
private:
	bool sync_to_physics = true;
	Transform2D last_valid_transform;
	static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
	void _body_state_changed(PhysicsDirectBodyState2D *p_state);
protected:
	void _notification(int p_what);
	static void _bind_methods();
public:
	AnimatableBody2D();
private:
	void _update_kinematic_motion();
	void set_sync_to_physics(bool p_enable);
	bool is_sync_to_physics_enabled() const;
};
class RigidBody2D : public PhysicsBody2D {