### 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)

dirty_materials = memnew(SelfList<ParticleProcessMaterial>::List);
	shader_names = memnew(ShaderNames);
	shader_names->direction = "direction";
	shader_names->spread = "spread";
	shader_names->flatness = "flatness";
	shader_names->initial_linear_velocity_min = "initial_linear_velocity_min";
	shader_names->initial_angle_min = "initial_angle_min";
	shader_names->angular_velocity_min = "angular_velocity_min";
	shader_names->orbit_velocity_min = "orbit_velocity_min";
	shader_names->linear_accel_min = "linear_accel_min";
	shader_names->radial_accel_min = "radial_accel_min";
	shader_names->tangent_accel_min = "tangent_accel_min";
	shader_names->damping_min = "damping_min";
	shader_names->scale_min = "scale_min";
	shader_names->hue_variation_min = "hue_variation_min";
	shader_names->anim_speed_min = "anim_speed_min";
	shader_names->anim_offset_min = "anim_offset_min";
	shader_names->initial_linear_velocity_max = "initial_linear_velocity_max";
	shader_names->initial_angle_max = "initial_angle_max";
	shader_names->angular_velocity_max = "angular_velocity_max";
	shader_names->orbit_velocity_max = "orbit_velocity_max";
	shader_names->linear_accel_max = "linear_accel_max";
	shader_names->radial_accel_max = "radial_accel_max";
	shader_names->tangent_accel_max = "tangent_accel_max";
	shader_names->damping_max = "damping_max";
	shader_names->scale_max = "scale_max";
	shader_names->hue_variation_max = "hue_variation_max";
	shader_names->anim_speed_max = "anim_speed_max";