Something wrong with joints

Godot Version

3.5.2

Question

Hello everyone. I`m working on game, that inspired on My Summer Car. So, i started refactoring of build system. Here some logic
I have Tree like this:

  • World
    – Car
    – Part
    ----(optionally) HingeJoint3d, that connecting Part to the Car

So. When i need to connect part to car, im call function, that creates HingeJoint3d in Part scene(function is on part script). Im setting node_a to car and _b to part. Aaand all working properly, before i assemble part to car. I cant steer, and drive wheels sliding like its to much power.
I can see how car dropping down a little when joint created, and see how car getting back to normal suspension positions when joint deleted. Also, Part on Joint isnt reacting at physics - i cant rotate it with player body or with car movement, Part just keeping position from the moment when joint was created.
I tried GodotPhysics, Bulled and Default - similar problems. When i replaced HingeJoint with PinJoint, car returned her steer ability, but part still keeps joint-create-moment rotation…
Also, im using VitaVehicle, if this important.
UPD: parts and car is rigidbody