### 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)

parameters.recovery_as_collision = true; 
		parameters.exclude_bodies.insert(platform_rid);
		if (platform_object_id.is_valid()) {
			parameters.exclude_objects.insert(platform_object_id);
		}
		PhysicsServer2D::MotionResult _result;
		if (move_and_collide(parameters, _result, false, false)) {
			motion_results.push_back(_result);
			_set_collision_direction(_result);
		}
	}
	if (motion_mode == MOTION_MODE_GROUNDED) {
		_move_and_slide_grounded(delta, was_on_);
	} else {
		_move_and_slide_floating(delta);
	}
	
	real_velocity = get_position_delta() / delta;
	if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
		
		if (!on_ && !on_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 CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_) {