### 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 wall_min_slide_angle;
}
void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
	wall_min_slide_angle = p_radians;
}
const Vector2 &CharacterBody2D::get_up_direction() const {
	return up_direction;
}
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
	ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
	up_direction = p_up_direction.normalized();
}
void CharacterBody2D::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE: {
			// 
			on_ = false;
			platform_rid = RID();
			platform_object_id = ObjectID();
			on_ = false;
			on_wall = false;
			motion_results.clear();
			platform_velocity = Vector2();
		} break;
	}
}
void CharacterBody2D::_bind_methods() {