2D player stuck between BoxColliders

To create a terraria-clone, i’m procedurally instantiating multiple sprites/gameobjects with a boxcollider2d attached to them, so every cube has its own 2d boxcollider.
The problem is that VERY randomly my character gets stuck between two boxcolliders, it really happens randomly but not that rarely, every 10/20/30 seconds or so of walking may happen

Player moves throught rigidbody.velocity.x and no gravityscale gets changed, here’s the code for the “D” key used to move it right

if(Input.GetKey(KeyCode.D))
            rigidbody2D.velocity = new Vector2(4f, rigidbody2D.velocity.y);

        if (Input.GetKeyDown(KeyCode.D))
        {
            if (transform.localScale.x < 0)  //used to change the direction that player is facing
                transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
                 //setting the animation to true
            PlayerAnim.SetBool("Running", true);
        }
        if (Input.GetKeyUp(KeyCode.D))
        {
            PlayerAnim.SetBool("Running", false);
                 //stopping the animation and setting the velocity to zero
            rigidbody2D.velocity = new Vector2(0f, rigidbody2D.velocity.y);
        }

Edit : yes, every square is instantiated in a pixel perfect fashion, 1f x 1f is the dimension of each one to keep better track of coordinates

Maybe you should make the Boxcollider of the play a little less longer