Apply_impulse_torque is stronger when far away from scene origin (why?)

Godot Version

4.3

Why does apply_impulse_torque() spin my pieces faster, if I spawn my character further from the origin of the scene (or move it further away). I’m trying to blow up my main character vehicle.

I can slow it down if I increase the inertia however

func break_vehicle_apart():
	#var last_player_velocity = velocity
	
	var intensity = 0.01
	var broken = false
	var break_position = global_position
	
	$ThrusterFx.visible = false

	set_physics_process(false)
	for part in parts:
		part.get_parent().remove_child(part)
		var impulse = Vector3(randf_range(-10, 10), randf_range(5, 15), randf_range(-10, 10))  # Random impulse in all directions
		var torque_impulse = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))  # Random torque in all directions
		GameManager.mainWorld_instance.add_child(part)
		part.global_position = GameManager.vehicle.global_position
		part.rotation = GameManager.vehicle.rotation
		part.set_freeze_enabled(0)
		part.set_freeze_enabled(false)
		part.collision_layer = 4
		part.collision_mask = 2
		part.linear_velocity = Vector3.ZERO
		part.angular_velocity = Vector3.ZERO
		part.inertia = Vector3(10, 10, 10)  # Set a reasonable inertia

		part.apply_impulse(impulse, part.position * intensity)
		part.apply_torque_impulse(torque_impulse)