### 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)

GDCLASS(StaticBody3D, PhysicsBody3D);
private:
	Vector3 constant_linear_velocity;
	Vector3 constant_angular_velocity;
	Ref<PhysicsMaterial> physics_material_override;
protected:
	static void _bind_methods();
public:
	void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
	Ref<PhysicsMaterial> get_physics_material_override() const;
	void set_constant_linear_velocity(const Vector3 &p_vel);
	void set_constant_angular_velocity(const Vector3 &p_vel);
	Vector3 get_constant_linear_velocity() const;
	Vector3 get_constant_angular_velocity() const;
	StaticBody3D(PhysicsServer3D::BodyMode p_mode = PhysicsServer3D::BODY_MODE_STATIC);
private:
	void _reload_physics_characteristics();
};
class AnimatableBody3D : public StaticBody3D {