Weird behavior of Wheel.use_as_traction

Godot Version

if is_accelerating:
    if traction:
        acceleration = 2
        max_rpm = 500
        for w in back_wheels:
            w.use_as_traction = true
        self.engine_force = acceleration * max_torque * (1 - rpm / max_rpm) * deceleration_factor
    
    if !traction:
        acceleration = 5
        max_rpm = 1000
        for w in back_wheels:
            w.use_as_traction = false
        self.engine_force = acceleration * max_torque * (1 - rpm / max_rpm) * deceleration_factor

Question

Hello. I’m trying to activate/deactivate traction in a VehicleBody3D, but it’s resulting in a strange behavior. When starting, the vehicles moves ok. Activating the 4x4 traction, vehicle also moves. But when deactivating again, the vehicle just doesn’t move. Don’t know what i’m missing here.