Quick answer: Make the visual state a pure function of the stored setting: write the setting first, then render the toggle from the stored value, never flipping the visual independently.
A graphics toggle reads as enabled but the feature is actually off, because the switch graphic and the saved value diverged. Here is how to fix it.
How to fix it
1. Drive the visual from the value
On toggled, write the new setting, then set the toggle's button_pressed from the stored value so the graphic always reflects truth.
2. Reload toggles on open
When the settings menu opens, set every toggle's state from the loaded config so a previous failed write cannot leave a stale visual.
3. Guard against the signal loop
When you set button_pressed in code, use set_pressed_no_signal so syncing the visual does not re-fire the toggle handler.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.