Behavior changing when adjusting the scale of a scenes child nodes

Godot Version

4.6

Question

Hi, working on developing a grappling-hook sort of thing. I have my player (a RigidBody3D), a 'rope’ (RigidBody3D scene), a pinjoint to connect those two, and a pinjoint to connect the rope to a surface.
When programming a system to give the rope the capacity to extend or contract, my first initial thought was to update the scale of the instantiated rope scene as such

pinjoint2.GlobalPosition = _grapplePoint;
rope.GlobalPosition = (GlobalPosition + _grapplePoint) / 2.0f;
var pos = GlobalPosition;
pinj1.GlobalPosition = pos.Lerp(_grapplePoint, (float)delta);
this.GlobalPosition = pos.Lerp(_grapplePoint, (float)delta);
rope.Scale = new Vector3(1.0f, GlobalPosition.DistanceTo(_grapplePoint), 1.0f);
(this code waswritten in the player movement script)

this _grapplePoint ‘worked’ in producing the desired effect, but gave the error

“<RigidBody3D#73937192406>’. A scale of (1.000000, 4.018207, 1.000000) is not supported by Jolt Physics for this shape/body. The scale will instead be treated as (2.006069, 2.006069, 2.006069).”

My next attempt was to first get the rope scenes child nodes
var collision = rope.GetNode<CollisionShape3D>("CollisionShape3D");
var mesh = rope.GetNode<MeshInstance3D>("MeshInstance3D");
and then to update the scale of those
mesh.Scale = new Vector3(1.0f, GlobalPosition.DistanceTo(_grapplePoint), 1.0f);
collision.Scale = new Vector3(1.0f, GlobalPosition.DistanceTo(_grapplePoint), 1.0f);

this, does NOT work, as rappeling down will only scale the meshinstance and collisionshape to, at a maximum, (1, 4.624, 1). Why is this? And how might I fix this?

I apologize in advance as this is my first time asking a question on the Godot forums. All included code was written hastily for testing purposes.

Please format your code by using Ctrl+E. Your post is really hard to read.