### 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)

code += "uniform float anim_offset_min;\n";
	code += "uniform float initial_linear_velocity_max;\n";
	code += "uniform float initial_angle_max;\n";
	code += "uniform float angular_velocity_max;\n";
	code += "uniform float orbit_velocity_max;\n";
	code += "uniform float linear_accel_max;\n";
	code += "uniform float radial_accel_max;\n";
	code += "uniform float tangent_accel_max;\n";
	code += "uniform float damping_max;\n";
	code += "uniform float scale_max;\n";
	code += "uniform float hue_variation_max;\n";
	code += "uniform float anim_speed_max;\n";
	code += "uniform float anim_offset_max;\n";
	code += "uniform float lifetime_randomness;\n";
	switch (emission_shape) {
		case EMISSION_SHAPE_POINT: {
			
		} break;
		case EMISSION_SHAPE_SPHERE: {
			code += "uniform float emission_sphere_radius;\n";
		} break;
		case EMISSION_SHAPE_SPHERE_SURFACE: {
			code += "uniform float emission_sphere_radius;\n";
		} break;
		case EMISSION_SHAPE_BOX: {
			code += "uniform vec3 emission_box_extents;\n";
		} break;
		case EMISSION_SHAPE_DIRECTED_POINTS: {
			code += "uniform sampler2D emission_texture_normal : hint_default_black;\n";
			[[fallthrough]];