### Godot version

v4.1.rc1.official [1f9e540f1]

### System information

Godot v4.1.rc1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 960 (NVIDIA; 31.0.15.3623) - AMD FX(tm)-6300 Six-Core Processor (6 Threads)

### Issue description

When damping is used and a particle is fully stopped, it gets new shape, color, angular velocity, etc. It looks like it's being recreated from scratch.

### Steps to reproduce

1. Run the project.
2. Open block_hit_particles.tscn.

### Minimal reproduction project

[Bugged Particles.zip](https://github.com/godotengine/godot/files/11887286/Bugged.Particles.zip)

collision_bounce = p_bounce;
	RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->collision_bounce, p_bounce);
}
float ParticleProcessMaterial::get_collision_bounce() const {
	return collision_bounce;
}
Shader::Mode ParticleProcessMaterial::get_shader_mode() const {
	return Shader::MODE_PARTICLES;
}
void ParticleProcessMaterial::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_direction", "degrees"), &ParticleProcessMaterial::set_direction);
	ClassDB::bind_method(D_METHOD("get_direction"), &ParticleProcessMaterial::get_direction);
	ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticleProcessMaterial::set_spread);
	ClassDB::bind_method(D_METHOD("get_spread"), &ParticleProcessMaterial::get_spread);
	ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticleProcessMaterial::set_flatness);
	ClassDB::bind_method(D_METHOD("get_flatness"), &ParticleProcessMaterial::get_flatness);
	ClassDB::bind_method(D_METHOD("set_param_min", "param", "value"), &ParticleProcessMaterial::set_param_min);
	ClassDB::bind_method(D_METHOD("get_param_min", "param"), &ParticleProcessMaterial::get_param_min);
	ClassDB::bind_method(D_METHOD("set_param_max", "param", "value"), &ParticleProcessMaterial::set_param_max);
	ClassDB::bind_method(D_METHOD("get_param_max", "param"), &ParticleProcessMaterial::get_param_max);
	ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticleProcessMaterial::set_param_texture);
	ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticleProcessMaterial::get_param_texture);
	ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticleProcessMaterial::set_color);
	ClassDB::bind_method(D_METHOD("get_color"), &ParticleProcessMaterial::get_color);
	ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticleProcessMaterial::set_color_ramp);
	ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticleProcessMaterial::get_color_ramp);
	ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticleProcessMaterial::set_color_initial_ramp);
	ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticleProcessMaterial::get_color_initial_ramp);
	ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticleProcessMaterial::set_particle_flag);
	ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticleProcessMaterial::get_particle_flag);