### 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)

ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0);
	return params_min[p_param];
}
void ParticleProcessMaterial::set_param_max(Parameter p_param, float p_value) {
	ERR_FAIL_INDEX(p_param, PARAM_MAX);
	params_max[p_param] = p_value;
	if (params_min[p_param] > params_max[p_param]) {
		set_param_min(p_param, p_value);
	}
	switch (p_param) {
		case PARAM_INITIAL_LINEAR_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_max, p_value);
		} break;
		case PARAM_ANGULAR_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_max, p_value);
		} break;
		case PARAM_ORBIT_VELOCITY: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_max, p_value);
		} break;
		case PARAM_LINEAR_ACCEL: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_max, p_value);
		} break;
		case PARAM_RADIAL_ACCEL: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_max, p_value);
		} break;
		case PARAM_TANGENTIAL_ACCEL: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_max, p_value);
		} break;
		case PARAM_DAMPING: {
			RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_max, p_value);