### 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)

ERR_FAIL_COND_V(!is_inside_tree(), false);
	PhysicsServer3D::MotionResult *r = nullptr;
	PhysicsServer3D::MotionResult temp_result;
	if (r_collision.is_valid()) {
		
		r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result);
	} else {
		r = &temp_result;
	}
	PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin);
	parameters.recovery_as_collision = p_recovery_as_collision;
	return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {