I have a weird bug with ShapeCast3D

Godot Version

4.3

Question

So in my project you can place floors which have Shapecasts,and there is only one position in which a shapecast does not collide correctly.
So these floors 1 and 2 both of their shapecasts dont collide only when the shapecast is in that specific position(1, 0.2, 0),floor 1 - right shapecast and floor 2 - left shapecast. Any other position works fine

I cant figure out whats causing this,any ideas?

So when i put a floor tile on 1 or 2 position the visual debug collider is blue like its not colliding,but when i print out collision count i think it registers all walls,like they are on that exact position but invisible…can i post a zip file with the project here?also where is a good place to upload it?

Also when looking at remote scene,there are no extra objects

When placing on the “bugged” positions:

ANY other positions than those 2:

Also the bug only appears when calling generate_outer_walls()
So that “bugged” position is close to Vector3.zero,is it possible that my positions arent updated when calling get_neighbours?

UPDATE:
So i managed to fix my issue,but i still dont understand why it was happening if someone could take a look and explain it would be great.When looking at the pastebin i removed the line 213 and just set its local position on line 210.Now it works fine but i dont see how that created the issue since after placing these walls i force updates on rays and shapecasts(they are always disabled)