Movement between 3D colliders problem (video)

Hi!
Below I am attaching a video of the titled problem:

The platform on the right is made up of a few box colliders. All colliders are at the same height (they have the same y value) and they touch and even slightly overlap in the z-axis. Unfortunately, the ball bounces slightly when it passes from one collider to another.
Below I am attaching the code responsible for the movement:

void Update()
{
	if (Input.GetAxisRaw("Horizontal"))
		horizontal = Input.GetAxisRaw("Horizontal");

	if (Input.GetAxisRaw("Vertical"))
		vertical = Input.GetAxisRaw("Vertical");
}

private void FixedUpdate()
{
	if (vertical !=0 || horizontal != 0)
	{
		rb.AddTorque(vertical * speed, 0f, -horizontal * speed);

		vertical = 0;
		horizontal = 0;
	}
}

I know that with 2D colliders we can use composite collider 2D to compensate for “phantom vertices”. Is there a similar solution for 3D colliders?
PS. I know I can create larger colliders by hand for groups of blocks, but this technique is just not very efficient.

Does someone have an idea?