Quick answer: Advance the y of each rect by EditorGUIUtility.singleLineHeight plus spacing for each control, and return a matching total from GetPropertyHeight so the drawer reserves enough space.
Your custom drawer shows two or three fields piled on the same line, overlapping each other. The position rect and the reported height are out of sync.
How to fix it
1. Advance the rect per field
In OnGUI, draw each control into its own rect, incrementing rect.y by EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing between fields so they stack vertically.
2. Return the real height
Override GetPropertyHeight to return the sum of all line heights and spacing. If it returns one line, Unity only reserves space for one and the rest overlap.
3. Set field height explicitly
Give each control rect a height of singleLineHeight rather than the full passed-in position height, so a control does not expand over the next field's area.
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 Unity 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.