Quick answer: Mark the resource Local-to-Scene, or duplicate it in _ready, so each instance owns its own copy instead of sharing one mutable default.
You gave your enemy scene a default stats resource, spawned ten enemies, and damaging one drained all ten. They share one resource. Make the resource local-to-scene or duplicate it per instance.
How to fix it
1. Enable Local-to-Scene
Open the resource in the inspector and turn on Local to Scene; Godot then creates a separate copy of it for each instantiated scene.
2. Duplicate in _ready
If you need per-instance copies in code, call stats = stats.duplicate(true) in _ready() so each node mutates its own resource.
3. Keep shared data read-only
If the data is genuinely shared and static, leave it shared but never write to it at runtime; put mutable state on the node instead.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.