### 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)

r_state.state = 0;
	real_t wall_depth = -1.0;
	real_t floor_depth = -1.0;
	bool was_on_wall = collision_state.wall;
	Vector3 prev_wall_normal = wall_normal;
	int wall_collision_count = 0;
	Vector3 combined_wall_normal;
	Vector3 tmp_wall_col; // 
	for (int i = p_result.collision_count - 1; i >= 0; i--) {
		const PhysicsServer3D::MotionCollision &collision = p_result.collisions[i];
		if (motion_mode == MOTION_MODE_GROUNDED) {
			// 
			real_t floor_angle = collision.get_angle(up_direction);
			if (floor_angle <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
				r_state.floor = true;
				if (p_apply_state.floor && collision.depth > floor_depth) {
					collision_state.floor = true;