1 rigidbody 2 different trigger, tags doesnt have any meaning?

Hi, im new at coding, trying to learn things.

1- Im trying to make a Tree which spawns seeds,

2- Seeds move away from MotherTree if collides with Wind

3- İf seeds doesnt move or not in spawn location, it turns to Tree.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewSeed : MonoBehaviour {

	public bool InWindZone = false;
	public bool InSpawnLocation = false;

	public GameObject windzone;
	public GameObject TreeBottom;

	public GameObject AırTreePrefab;


	public float timetogrow = 15f;

	Rigidbody rb;

	private void Start	()
	{
		rb = GetComponent<Rigidbody> ();
	}

	private void FixedUpdate()
	{
		if ((!InSpawnLocation) && (rb.velocity == Vector3.zero)) 
		{
			timetogrow -= Time.deltaTime;  

			if (timetogrow <= 0) 
			{

				Instantiate (AırTreePrefab, new Vector3(me.transform.position.x, 0.74f,me.transform.position.z ), Quaternion.identity); 
				Destroy (me);
			}
		}		
		return;
	}

	void OnTriggerEnter(Collider other)
	{
		if (other.CompareTag ("WindArea")  ) 
		{
			InWindZone = true;
			InSpawnLocation = false;
			rb.AddForce(windzone.GetComponent<WindArea> ().direction * windzone.GetComponent<WindArea> ().strength);
		}

		if (GameObject.FindWithTag ("SpawnLocation")) {
			InSpawnLocation = true;
			InWindZone = false;
		}

	}	
		
	void OnTriggerExit(Collider other)
	{
		if (GameObject.FindWithTag ("SpawnLocation")) {
			this.InSpawnLocation = false;
			rb.velocity = Vector3.zero;
			rb.angularVelocity = Vector3.zero;
		}
	}
}

Basicly, if i seperate this triggers, i mean if i delete one, other one works, if i put script like this, tags have no meaning, always triggering InSpawnLocation.

Note: I’ve one script windzone which determines this seed direction and force while in windzone, and tree script but no impact on seed script.
Note2: Im messing with this script and changing parts of it, there could be some part of code which is no meaning

So i fixed it and dont even know what was the issue at first place

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewSeed : MonoBehaviour {

	public bool InWindZone = false;
	public bool InSpawnLocation = false;

	public GameObject windzone;
	public GameObject TreeBottom;

	public GameObject me;
	public GameObject AırTreePrefab;


	public float timetogrow = 15f;

	Rigidbody rb;

	private void Start	()
	{
		rb = GetComponent<Rigidbody> ();
	}

	private void FixedUpdate()
	{
		if ((!InSpawnLocation) && (rb.velocity == Vector3.zero)) 
		{
			timetogrow -= Time.deltaTime;  

			if (timetogrow <= 0) 
			{

				Instantiate (AırTreePrefab, new Vector3(me.transform.position.x, 0.74f,me.transform.position.z ), Quaternion.identity); 
				Destroy (me);
			}
		}		
		return;
	}

	void OnTriggerEnter(Collider other)
	{
		if (other.gameObject.tag == "SpawnLocation") {
			InSpawnLocation = true;

		}

	}
	void OnTriggerStay (Collider other)
	{
		if (other.CompareTag ("WindArea")  ) 
		{
			InWindZone = true;
			rb.AddForce(windzone.GetComponent<WindArea> ().direction * windzone.GetComponent<WindArea> ().strength );
		}
	}
		
	void OnTriggerExit(Collider other)
	{
		if (other.gameObject.tag == "WindArea") {
			InWindZone = false;
			rb.velocity = Vector3.zero;
			rb.angularVelocity = Vector3.zero;
			
		}
			
		if (other.gameObject.tag == "SpawnLocation") {
			InSpawnLocation = false;

		}
	}
}