Why I am not able to drag objects?

Godot 4.2.1

I have simple godot 4.2.1 version project, and normally project it work and there is not any notifications in debugger or any kind of bugs, but I dont know why I am not able to drag object, even settings click_left in Input Map, in the past it was work but when I migrate to godot 4.2.1 it is not work, any idea?
DragManager.gd:

extends Node3D

var MergeManager
var canMove = true
@export var isDragging = false
@export var lerpSpeed := 5.0
@export var yOffset := 1.0
var draggedObject = null
var hoveredObject = null
var offset : Vector3

func _ready():
   MergeManager = get_node("../MergeManager")

func _process(_delta):
  if canMove == false:
      return
      
  if Input.is_action_just_pressed("click_left"):
      StartDrag()
      
  if Input.is_action_just_released("click_left"):
      StopDrag()
  
  if draggedObject == null:
      return
  if Input.is_action_pressed("click_left"):
      var newPos = ScreenPointToRay()
      newPos.y = offset.y
      draggedObject.global_transform.origin = newPos

func ScreenPointToRay():
   var spaceState = get_world_3d().direct_space_state
   
   var mousePos = get_viewport().get_mouse_position()
   var camera = get_tree().root.get_camera_3d()
   var rayOrigin = camera.project_ray_origin(mousePos)
   var rayEnd = rayOrigin + camera.project_ray_normal(mousePos) * 2000
   var params = PhysicsRayQueryParameters3D.new()
   params.from = rayOrigin
   params.to = rayEnd
   params.exclude = []

   params.collision_mask = 1
   var rayArray = spaceState.intersect_ray(params)
   if rayArray.has("position"):
       return rayArray["position"]
   return Vector3()

func StartDrag():
   if hoveredObject == null:
       return
   draggedObject = hoveredObject
   var newPos = ScreenPointToRay()
   offset = newPos
   offset.y = yOffset
   isDragging = true
   draggedObject.OnDragStart()
   
func StopDrag():
   if draggedObject != null:
       draggedObject.OnDragEnd()
   isDragging = false
   draggedObject = null

func SetHovered(hovered):
   hoveredObject = hovered

and Object.gd:

extends RigidBody3D

var draggable = false
var targetPos : Vector3
var varAlph = 0.0
var DragManager
@export var myId : int = 0

var scaleTween : Tween

# Called when the node enters the scene tree for the first time.
func _ready():
   DragManager = get_node("../../DragManager")

# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
   if draggable == false:
       return
   global_transform.origin = global_transform.origin.lerp(targetPos, DragManager.lerpSpeed * delta)


func _on_mouse_entered():
   DragManager.SetHovered(self)

func _on_mouse_exited():
   DragManager.SetHovered(null)

func OnDragStart():
   draggable = true
   gravity_scale = 0
   if freeze == true:
       freeze = false
   DoScaleAnim()

func OnDragEnd():
   draggable = false
   gravity_scale = 1

func SendMeToCenter():
   freeze = false
   var dir := Vector3.UP * 9.0 - global_transform.origin
   dir = dir.normalized()
   self.apply_central_impulse(dir * 8.0)

func DoScaleAnim():
   if scaleTween != null and scaleTween.is_running():
       scaleTween.kill()
   var animTime = 0.25
   scaleTween = create_tween()
   scaleTween.tween_property(self, "scale", Vector3.ONE * 1.2, animTime / 2)
   await get_tree().create_timer(animTime / 2).timeout
   scaleTween = create_tween()
   scaleTween.tween_property(self, "scale", Vector3.ONE, animTime / 2)