### 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)

private:
	real_t margin = 0.001;
	MotionMode motion_mode = MOTION_MODE_GROUNDED;
	PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
	union CollisionState {
		uint32_t state = 0;
		struct {
			bool floor;
			bool wall;
			bool ceiling;
		};
		CollisionState() {
		}
		CollisionState(bool p_floor, bool p_wall, bool p_ceiling) {
			floor = p_floor;
			wall = p_wall;
			ceiling = p_ceiling;
		}
	};
	CollisionState collision_state;
	bool floor_constant_speed = false;
	bool floor_stop_on_slope = true;
	bool floor_block_on_wall = true;
	bool slide_on_ceiling = true;
	int max_slides = 6;
	int platform_layer = 0;
	RID platform_rid;
	ObjectID platform_object_id;
	uint32_t platform_floor_layers = UINT32_MAX;
	uint32_t platform_wall_layers = 0;