### 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)

virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
		virtual bool _get(const StringName &p_name, Variant &r_ret) const;
		virtual void _get_property_list(List<PropertyInfo> *p_list) const;
		bool angular_limit_enabled = false;
		real_t angular_limit_upper = Math_PI * 0.5;
		real_t angular_limit_lower = -Math_PI * 0.5;
		real_t angular_limit_bias = 0.3;
		real_t angular_limit_softness = 0.9;
		real_t angular_limit_relaxation = 1.;
	};
	struct SliderJointData : public JointData {
		virtual JointType get_joint_type() { return JOINT_TYPE_SLIDER; }
		virtual bool _set(const StringName &p_name, const Variant &p_value, RID j);
		virtual bool _get(const StringName &p_name, Variant &r_ret) const;
		virtual void _get_property_list(List<PropertyInfo> *p_list) const;
		real_t linear_limit_upper = 1.0;
		real_t linear_limit_lower = -1.0;
		real_t linear_limit_softness = 1.0;
		real_t linear_limit_restitution = 0.7;
		real_t linear_limit_damping = 1.0;
		real_t angular_limit_upper = 0.0;
		real_t angular_limit_lower = 0.0;
		real_t angular_limit_softness = 1.0;
		real_t angular_limit_restitution = 0.7;
		real_t angular_limit_damping = 1.0;
	};