### 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)

motion = slide_motion;
				} else {
					motion = Vector2();
				}
				if (slide_on_ && on_) {
					
					if (vel_dir_facing_up) {
						velocity = velocity.slide(result.collision_normal);
					} else {
						
						velocity = up_direction * up_direction.dot(velocity);
					}
				}
			}
			
			else {
				motion = result.remainder;
				if (on_ && !slide_on_ && vel_dir_facing_up) {
					velocity = velocity.slide(up_direction);
					motion = motion.slide(up_direction);
				}
			}
			last_travel = result.travel;
		}
		
		// 
		else if (_constant_speed && first_slide && _on__if_snapped(p_was_on_, vel_dir_facing_up)) {
			can_apply_constant_speed = false;
			sliding_enabled = true;
			Transform2D gt = get_global_transform();