Rigidbodies sticking to things [Not a straight wall neither a rigidbody character controller]

Here is my problem:
https://my.mixtape.moe/wfggjv.mp4
This is happening:
https://my.mixtape.moe/hiiddg.mp4
Those objects have nothing special. Just box colliders with 25 mass, 0.04 drag, 0.05 angula drag, CCD, no constraints.

Tests so far:
Using a mesh without a physics material: No change.
Decreasing phsyics timestep to 0.01. The objects actually stuck more fiercely.
Using a static box collider in the wall. No change.
Separating the mesh into 3 meshes. No change.
Increasing contact offset to 0.02. No change.
Increasing contact offset to 1. No change.
Increasing solver iterations to 10. No change.
Tested using continuous, continuous dynamic and discrete. No change.

The mesh they are colliding against is quite simple:

They receive a force just after spawned, but nothing too strong either.

How’s the collider of the room set up? If it’s a single collider, I’d try splitting it among serveral colliders (i.e. floor, walls, etc.)

It is split. Here:

This is actually an older picture since I had to join the bottom floor with the floor inside the corridor (players were clipping through the seam some times). @Edy do you think splitting up each section would solve or at least improve? I mean like this:

I know the problem is not clipping but something else (I don’t actually know why they stick and flick), but What if I make that mesh thick?

More on the issue:

https://my.mixtape.moe/xlgztl.mp4
https://my.mixtape.moe/nyrvwm.mp4

Box colliders as static:
https://my.mixtape.moe/voyvns.mp4
Same issue.

We actually found out. Seems like on trigger exit is glitching with our pooling or with the speed of the objects.

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