### 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)

real_velocity = get_position_delta() / delta;
	if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
		
		if (!collision_state.floor && !collision_state.wall) {
			if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
				current_platform_velocity = current_platform_velocity.slide(up_direction);
			}
			velocity += current_platform_velocity;
		}
	}
	return motion_results.size() > 0;
}
void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
	Vector3 motion = velocity * p_delta;
	Vector3 motion_slide_up = motion.slide(up_direction);
	Vector3 prev_floor_normal = floor_normal;
	platform_rid = RID();
	platform_object_id = ObjectID();
	platform_velocity = Vector3();
	platform_angular_velocity = Vector3();
	platform_ceiling_velocity = Vector3();
	floor_normal = Vector3();
	wall_normal = Vector3();
	ceiling_normal = Vector3();
	
	
	bool sliding_enabled = !floor_stop_on_slope;
	
	bool can_apply_constant_speed = sliding_enabled;