TileMap Layer collision is not working on high speed

Godot Version

4.3

Question

i have a spaceship node, that has 2 children: Tilemap layer(the walls) and my character. when the ship is moving, the character and tilemap layer are obviously attached to the ship, so when the character is moving, he should collide with walls perfectly fine. But no, when ship gains some speed, the collider of tilemap layer is drifting in the opposite direction to the movement of the ship, which leads to really bad bug when i can either go through walls(at the back of the ship) or the character collides with air. im new to godot and might not understand something
here is the link to the video i made: https://youtu.be/0z2INWus5XU

collision layer works while ship’s not so fast? it would be better if you could show us in video

yes it works correctly when ship is stopped, and collision misplacement rises proportionally to speed, which means that on slow speed the collision is a little bit wrong, and on high speed, the offset of collider is bigger. The debug option ‘draw collision shapes’ is not showing the offset, which means that it looks like everything is normal. sadly, i cant attach anything because im new user. Maybe i would be able to later