### 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 result.collider_shape;
}
Vector2 KinematicCollision2D::get_collider_velocity() const {
	return result.collider_velocity;
}
void KinematicCollision2D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
	ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
	ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
	ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
	ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
	ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
	ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
	ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
	ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
	ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);
	ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
	ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
	ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
}