RigidBody3D endlessly bounces after manipulating it with _IntegrateForces()

Godot Version

v4.4.rc3.mono.official [15ff45068]
.NET version 8.0

Question

I’m new to interacting with RigidBody3D nodes and I’m trying to make a “power” system in my game similar to the Zelda games BotW and TotK.
I managed after a week to have a manipulation system taking in account the relative position and rotation of the object compared to the player and apply specific rotations and slide it towards or away of the player.

To move a RigidBody3D with this technique, I found out and used the built-in method _IntegrateForces() which allows to modify the transform of a RIgidBody3D safely during the physics simulation.

Here is the C# code I used:

public override void _IntegrateForces(PhysicsDirectBodyState3D state)
{
	if (!isMoving) { return; }

	Vector3 newPosition = state.Transform.Origin.Lerp(targetPosition, moveSpeed * state.Step);

	Quaternion newRotation = state.Transform.Basis.GetRotationQuaternion().Slerp(targetRotation, rotationSpeed * state.Step);

	state.Transform = new Transform3D(new Basis(newRotation), newPosition);

	if (targetPosition.IsEqualApprox(newPosition) && targetRotation.IsEqualApprox(newRotation))
	{
		isMoving = false;
	}
}


public void SetTargetPosition(Vector3 position, float speed = DEFAULT_MOVE_SPEED)
{
	targetPosition = position;
	moveSpeed = speed;
	isMoving = true;
}

public void SetTargetRotation(Quaternion rotation, float speed = DEFAULT_ROTATION_SPEED)
{
	targetRotation = rotation;
	rotationSpeed = speed;
	isMoving = true;
}

The RigidBody3D settings:

Unfortunately, when I “release” the RigidBody3D (stop using _IntegrateForces()), it is affected by gravity again but it starts to bounce indefinitely on the ground…

To try and see if it was the bounciness of the RigidBody3D the problem, I placed it high in the map. When launching the game, it falls down and collide with the ground without any bounce, so I’m a bit lost…

Video of the problem (YouTube)

Should I add something in my code when I stop using _IntegrateForces()?
I tried resetting linear and angular forces, but it doesn’t do much…