### 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 collision_state.wall && !collision_state.floor && !collision_state.ceiling;
}
bool CharacterBody3D::is_on_ceiling() const {
	return collision_state.ceiling;
}
bool CharacterBody3D::is_on_ceiling_only() const {
	return collision_state.ceiling && !collision_state.floor && !collision_state.wall;
}
const Vector3 &CharacterBody3D::get_floor_normal() const {
	return floor_normal;
}
const Vector3 &CharacterBody3D::get_wall_normal() const {
	return wall_normal;
}
const Vector3 &CharacterBody3D::get_last_motion() const {
	return last_motion;
}
Vector3 CharacterBody3D::get_position_delta() const {
	return get_global_transform().origin - previous_position;
}
const Vector3 &CharacterBody3D::get_real_velocity() const {
	return real_velocity;
}
real_t CharacterBody3D::get_floor_angle(const Vector3 &p_up_direction) const {
	ERR_FAIL_COND_V(p_up_direction == Vector3(), 0);
	return Math::acos(floor_normal.dot(p_up_direction));
}
const Vector3 &CharacterBody3D::get_platform_velocity() const {