Player with RB + capsule collider can easily penetrate ALL kinds of primitive colliders. What do I do to fix this?

My player has a RB with mass of 1, is NOT moving at extraordinary speeds, has physics set to lowest possible distance for collision detection penalty, has continuous detection, and yet can still almost effortlessly walk, run, and jump through colliders (mesh & primitives) like they didn’t exist. She can also slide up (near) vertical terrain colliders even with gravity on. PLEASE give me suggestions on how to fix this. i have read every solution i could (from the “don’t go thru me” script to adding a negative transform.forward force with raycasting, but nothing is working well enough).

thanks!

check if the kinematic boolean is true if its true make it false

it seems like the root motion of the animation clip itself is the culprit and is allowing the player to bypass some physics detection during the animation, but i have no idea how to fix it…
thanks to @RobinS for help tracking the cause