Player Camera doesn't get deactivated when calling a certain script

Hi everyone, im not really familiar with the Unity Hub Questions and Answers Page (or ever you wanna call it) but im running into some sort of problem.

I am currently making a small project where the player is able to hide in a locker and under a table. I have it that when a player hides in a locker, the player object automatically disappears which is something, but whenever im interacting with the table that has a script attached to it. It doesnt seem to disappear. Rather it just stays stuck, this is really annoying because im trying to also get the player removed when hiding under a table. Could anyone help me out with this problem? Ive looked everywhere on how to solve this and i dont think the problem relies on the code itself. But i just had to ask it around.

This is the script for the table:

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

public class TriggerTable : MonoBehaviour
{
    [SerializeField] private bool isHidingTable;
    [SerializeField] private bool canHideTable;
    [SerializeField] private Transform cameraTablePos;
    [SerializeField] private new Transform camera;
    [SerializeField] private GameObject player;
    [SerializeField] private Camera playerCamera;
    [SerializeField] private Camera tableCamera;

    void Start()
    {
        cameraTablePos = GameObject.Find("TablePosition").transform;
        player = GameObject.Find("Player");
        
        playerCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
        tableCamera = GameObject.Find("TableCamera").GetComponent<Camera>();

        playerCamera.enabled = true;
        tableCamera.enabled = false;
        
        tableCamera.transform.SetParent(null);
    }

    void switchToTableCam()
    {
        player.SetActive(false);
        playerCamera.enabled = false;
        tableCamera.enabled = true;
    }

    void switchToPlayerCam()
    {
        player.SetActive(true);
        tableCamera.enabled = false;
        playerCamera.enabled = true;
    }

    private void OnTriggerEnter(Collider collision)
    {
        if (collision.CompareTag("Player"))
        {
            canHideTable = true;
        }
    }

    private void OnTriggerExit(Collider collision)
    {
        if (collision.CompareTag("Player"))
        {
            canHideTable = false;   
        }
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E) && canHideTable)
        {
            isHidingTable = !isHidingTable;
        }

        if (isHidingTable)
        {
            tableCamera.transform.SetParent(null);
            camera.parent = cameraTablePos;
            camera.position = cameraTablePos.position;
            switchToTableCam();
        }

        else
        {
            switchToPlayerCam();
        }
        
    }
}

This is the script for the locker:

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;

public class TriggerLockerDoor : MonoBehaviour
{
   [SerializeField] private bool isHidingLocker;
   [SerializeField] private bool canHideLocker;
   [SerializeField] private Transform cameraLockerPos;
   [SerializeField] private new Transform camera;
   [SerializeField] private GameObject player;
   [SerializeField] private Camera playerCamera;
   [SerializeField] private Camera lockerCamera;

   void Start()
   {
      cameraLockerPos = GameObject.Find("LockerPosition").transform;
      player = GameObject.Find("Player");
      
      playerCamera = GameObject.Find("Main Camera").GetComponent<Camera>();
      lockerCamera = GameObject.Find("LockerCamera").GetComponent<Camera>();    
      
      playerCamera.enabled = true;
      lockerCamera.enabled = false;
      
      lockerCamera.transform.SetParent(null);
   }

   void switchToLockerCam()
   {
      playerCamera.enabled = false;
      lockerCamera.enabled = true;
   }
   
   private void OnTriggerEnter(Collider collision)  
   {
      if (collision.CompareTag("Player"))
      {
         canHideLocker = true;
      }
   }
   
   private void OnTriggerExit(Collider collision)
   {
      if (collision.CompareTag("Player"))
      {
         canHideLocker = false;
      }
   }

   void Update()
   {
      if (Input.GetKeyDown(KeyCode.E) && canHideLocker)
      {
         isHidingLocker = !isHidingLocker;
      }

      if (isHidingLocker)
      {
         lockerCamera.transform.SetParent(null);
         camera.parent = cameraLockerPos;
         player.SetActive(false);
         camera.position = cameraLockerPos.position;
         switchToLockerCam();
      }

      else
      {
         player.SetActive(true);
         lockerCamera.enabled = false;
         playerCamera.enabled = true;
      }
   }
   
}

Link to the video of the bug

See the hiearchy on the left side on the video to get a better overview with that i mean