Is there any limit of Spawn() count by time in netcode?

Hi guys. I'm using Unity Netcode for my project. I use Spawn() for creating game objects and sync them on each clients. I assume that Spawn() is also some kind of RPC and uses similar logic with RPC's

When i try to instantiate more than 10-20 object in same frame, objects are not created at all on clients. Also other RPC's are lost (even i send them after spawning process)

To be more clear, when i do this, it's not working at all (and a lot of networking behaviours are broken)

            foreach (var container in spawnDataContainerList.ObjectSpawnDataContainers)
            {
                foreach (var point in container.ObstacleSpawnPoints)
                {
                    _objectHandler.SpawnObject(NetworkObjectId, SpawnableItems.SequenceShrinkingPlatformBoxObstacle, point.position, point.rotation);
                }
            }

But when i wait a little while i spawn, it's working just fine.

            foreach (var container in spawnDataContainerList.ObjectSpawnDataContainers)
            {
                foreach (var point in container.ObstacleSpawnPoints)
                {
                    _objectHandler.SpawnObject(NetworkObjectId, SpawnableItems.SequenceShrinkingPlatformBoxObstacle, point.position, point.rotation);
                    yield return new WaitForSeconds(0.05f);
                }
            }

Also there isn't any problem on my host. Host can create objects without any problem. The problem occurs on clients. They are not having this objects spawned. And after that point, they are not working at all. So it makes me wonder, is there any rate limit?

Also here is my spawn object code. It works just fine but in case it's needed.

        public NetworkObject SpawnObject(ulong spawnerID, SpawnableItems itemType, Vector3 targetPosition,
            Quaternion targetRotation)
        {
            var spawned = _objectPool.GetNetworkObject(itemType, targetPosition, targetRotation);
            _spawnedObjects.Add(spawned);
            if (!spawned.IsSpawned)
            {
                spawned.Spawn();
            }

            return spawned;
        }

Does someone has knowledge about it? Especially unity guys.

May i summon @CodeSmile here to get a bit help. Hey sir do you have any knowledge about that?