Quick answer: Godot 4 RigidBody3D disabled during physics step leaving orphan contacts? Disable doesn't clear contacts; subsequent queries return stale - call clear_contacts.
Disable enemy mid-frame; subsequent contact_count returns 1 (the orphan).
Clear contacts
body.clear_contacts()Explicit cleanup. Subsequent queries clean.
Or defer the disable
call_deferred('set_collision_layer', 0). Clean step transition.
Audit physics state mutations
Each runtime physics mutation has a cleanup story.
“Physics state has memory. Disable doesn't clear automatically.”
If you disable bodies at runtime, the contact cleanup is the safe pattern. Document.