Overlapping colliders problem 2d

Many times I have 2 GOs one over another, different sorting layer, and I click over the top(the one with the higher sorting layer) but it doesn’t find collision with it but with the one behind. So my question is how can I fix it without deactivating the colliders of the rear GO?

Simple example- Screenshot by Lightshot

so in this case for example if I click on the button “R” sometimes finds collision with the platform not the button and the platform is in sorting layer 1 and the button 2, but still if I deactivate the collider of the platform, the player is going to fall through it.

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

public enum SortingLayers { FirstLayer, SecondLayer, ThirdLayer, Fourth, RunTimeMenu, BlackScreen, GameIntro}

public class SortingLayerManager : MonoBehaviour {
    private static Dictionary<string, int> SortingLayers = new Dictionary<string,int>(10);
    
    void OnEnable()
    {
        SortingLayers.Add("FirstLayer", 0);
        SortingLayers.Add("SecondLayer", 1);
        SortingLayers.Add("ThirdLayer", 2);
        SortingLayers.Add("FourthLayer", 3);
        SortingLayers.Add("RunTimeMenu", 4);
        SortingLayers.Add("BlackScreen", 5);
        SortingLayers.Add("GameIntro", 6);
    }

    private static int Compare(GameObject gameObject1, GameObject gameObject2)
    {
        string layer1 = gameObject1.renderer.sortingLayerName,
               layer2 = gameObject1.renderer.sortingLayerName;

        if (SortingLayers[layer1].CompareTo(SortingLayers[layer2]) == 0)
        {
            return gameObject1.renderer.sortingOrder.CompareTo(gameObject2.renderer.sortingOrder);
        }

        return SortingLayers[layer1].CompareTo(SortingLayers[layer2]);
    }

    public static bool IsTopmost(GameObject go)
    {
        RaycastHit2D[] hits;
        Vector3 wp = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        wp.z = Camera.main.transform.position.z;
        hits = Physics2D.RaycastAll(wp, Vector2.zero, Vector3.Distance(Camera.main.transform.position, go.transform.position) * 2);

        if (hits.Length == 0)
        {
            return false;
        }

        GameObject topMostSoFar = hits[0].collider.gameObject;

        RaycastHit2D hit;
        for (int i = 1; i < hits.Length; i++)
        {
            hit = hits*;*

if (Compare(topMostSoFar, hit.collider.gameObject) == -1)
{
topMostSoFar = hit.collider.gameObject;
}
}

return topMostSoFar == go;
}
}
I came up on my own with this solution, and whenever I check for click I call the IsTopmost method and if it is then I do the logic.