Quick answer: Godot 4 pooled instance's tween method call running on the previous instance's data? Pool reuses; tween state from previous use persists - kill all tweens on pool acquire.

Pickup item from pool; tween scale from 0 to 1; tween triggered from a previous use's leftover.

Kill tweens on acquire

get_tree().get_tweens() filtered for the node; kill each. Fresh state.

Or use a per-pool acquire callback

Each acquire triggers a cleanup. Centralized.

Audit pool reuse

Each pooled object: what state must be cleaned. The cleanup checklist is the contract.

“Pool acquire skips construction. Construction-time cleanups skip too.”

Build a per-pool 'acquire' helper. The cleanup is explicit; bugs avoid.

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