### 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)

return sync_to_physics;
}
void AnimatableBody3D::_update_kinematic_motion() {
#ifdef TOOLS_ENABLED
	if (Engine::get_singleton()->is_editor_hint()) {
		return;
	}
#endif
	if (sync_to_physics) {
		set_only_update_transform_changes(true);
		set_notify_local_transform(true);
	} else {
		set_only_update_transform_changes(false);
		set_notify_local_transform(false);
	}
}
void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
	linear_velocity = p_state->get_linear_velocity();
	angular_velocity = p_state->get_angular_velocity();
	if (!sync_to_physics) {
		return;
	}
	last_valid_transform = p_state->get_transform();
	set_notify_local_transform(false);
	set_global_transform(last_valid_transform);
	set_notify_local_transform(true);
	_on_transform_changed();
}
void AnimatableBody3D::_notification(int p_what) {