### 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)

ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
	if (result.collisions[p_collision_index].collider_id.is_valid()) {
		return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
	}
	return nullptr;
}
ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
	return result.collisions[p_collision_index].collider_id;
}
RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {
	ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
	return result.collisions[p_collision_index].collider;
}
Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {
	Object *collider = get_collider(p_collision_index);
	if (collider) {
		CollisionObject3D *obj2d = Object::cast_to<CollisionObject3D>(collider);
		if (obj2d) {
			uint32_t ownerid = obj2d->shape_find_owner(result.collisions[p_collision_index].collider_shape);
			return obj2d->shape_owner_get_owner(ownerid);
		}
	}
	return nullptr;
}
int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {