### 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)

}
		case EMISSION_SHAPE_POINTS: {
			code += "uniform sampler2D emission_texture_points : hint_default_black;\n";
			code += "uniform int emission_texture_point_count;\n";
			if (emission_color_texture.is_valid()) {
				code += "uniform sampler2D emission_texture_color : hint_default_white;\n";
			}
		} break;
		case EMISSION_SHAPE_RING: {
			code += "uniform vec3 " + shader_names->emission_ring_axis + ";\n";
			code += "uniform float " + shader_names->emission_ring_height + ";\n";
			code += "uniform float " + shader_names->emission_ring_radius + ";\n";
			code += "uniform float " + shader_names->emission_ring_inner_radius + ";\n";
		} break;
		case EMISSION_SHAPE_MAX: { 
			break;
		}
	}
	if (sub_emitter_mode != SUB_EMITTER_DISABLED && !RenderingServer::get_singleton()->is_low_end()) {
		if (sub_emitter_mode == SUB_EMITTER_CONSTANT) {
			code += "uniform float sub_emitter_frequency;\n";
		}
		if (sub_emitter_mode == SUB_EMITTER_AT_END) {
			code += "uniform int sub_emitter_amount_at_end;\n";
		}
		if (sub_emitter_mode == SUB_EMITTER_AT_COLLISION) {
			code += "uniform int sub_emitter_amount_at_collision;\n";
		}
		code += "uniform bool sub_emitter_keep_velocity;\n";
	}