### 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)

} else {
		code += "	float tex_anim_speed = 1.0;\n";
	}
	if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
		code += "	float tex_anim_offset = textureLod(anim_offset_texture, vec2(tv, 0.0), 0.0).r;\n";
	} else {
		code += "	float tex_anim_offset = 1.0;\n";
	}
	code += "	vec3 force = gravity;\n";
	code += "	vec3 pos = TRANSFORM[3].xyz;\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	pos.z = 0.0;\n";
	}
	code += "	// apply linear acceleration\n";
	code += "	force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * tex_linear_accel * mix(linear_accel_min, linear_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
	code += "	// apply radial acceleration\n";
	code += "	vec3 org = EMISSION_TRANSFORM[3].xyz;\n";
	code += "	vec3 diff = pos - org;\n";
	code += "	force += length(diff) > 0.0 ? normalize(diff) * tex_radial_accel * mix(radial_accel_min, radial_accel_max, rand_from_seed(alt_seed)) : vec3(0.0);\n";
	code += "	// apply tangential acceleration;\n";
	code += "	float tangent_accel_val = tex_tangent_accel * mix(tangent_accel_min, tangent_accel_max, rand_from_seed(alt_seed));\n";
	if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
		code += "	force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * tangent_accel_val : vec3(0.0);\n";
	} else {
		code += "	vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n";
		code += "	force += length(crossDiff) > 0.0 ? normalize(crossDiff) * tangent_accel_val : vec3(0.0);\n";
	}
	if (attractor_interaction_enabled) {
		code += "	force += ATTRACTOR_FORCE;\n\n";
	}