Weird error when reparenting, but only when player is looking in a certain direction?

extends CharacterBody3D

var pickup=false

const SPEED = 5.0
const JUMP_VELOCITY = 4.5

@onready var camera = $Camera3D
const SENSITIVITY = 0.1

@onready var pickup_position = $Camera3D/Pickup
@onready var world=$".."

var ball: RigidBody3D
var cooldown = 1.0

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")

func _ready():
	Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

func _input(event):
	if event is InputEventMouseMotion:
		camera.rotation_degrees.x -= event.relative.y * SENSITIVITY
		rotation_degrees.y -= event.relative.x * SENSITIVITY

func _physics_process(delta):
	# Add the gravity.
	if not is_on_floor():
		velocity.y -= gravity * delta

	# Handle jump.
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get the input direction and handle the movement/deceleration.
	# As good practice, you should replace UI actions with custom gameplay actions.
	var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
	var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
	if direction:
		velocity.x = direction.x * SPEED
		velocity.z = direction.z * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)
		velocity.z = move_toward(velocity.z, 0, SPEED)

	move_and_slide()
	
	if Input.is_action_just_pressed("shoot"):
		if ball:
			ball.freeze = false
			ball.reparent(world)
			ball.apply_central_impulse(camera.global_transform.basis.z * -7)
			ball = null
			cooldown = 0.5
	
	cooldown -= delta

func body_pickup(body):
	if body is RigidBody3D and not ball:
		if cooldown <= 0:
			if pickup:
				return
			pickup=true
			body.reparent(pickup_position)
			body.global_position = pickup_position.global_position
			body.freeze = true
			ball = body
			pickup=false

this should work now

the GIF:
ball