Quick answer: Godot 4 RigidBody3D in sleep state still emitting body_entered? Sleeping bodies don't move but still participate in collision detection - guard your handler against sleeping bodies.

Trap door triggers on enemies. Sleeping debris from a previous fight occasionally re-triggers it.

Filter by sleeping

if body.is_sleeping():
    return

Sleeping bodies aren't actively moving; treat as not-a-trigger.

Or use collision layers

Separate layer for active/sleeping. Trap responds only to active layer.

Tick freshly-spawned only

Track time-since-spawn; ignore bodies older than N frames in the trigger.

“Sleeping ≠ removed from physics. Signal handlers see all collisions.”

If your trap surfaces this bug, you have a class of bugs around dormant bodies. Audit every collision signal handler for the same pattern.

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