Seemingly random failing of setting CanvasGroup variables when Editor Object Name is specific value

Hello all,
I have a bit of a weird bug that I cannot figure out the reason for. I have a UI script for my game that sets the canvas group alpha and interactable paramaters depending on whether it is the active sub-menu.

Here is my script, so you can see what I mean, if it wasnt clear:

[Header("UI Menu Panels")]
[SerializeField] SerializedDictionary<CanvasGroup, bool> menuPanels;
[SerializeField] CanvasGroup actionMenu;
[SerializeField] CanvasGroup attackMenu;
[SerializeField] CanvasGroup abilityMenu;
[SerializeField] CanvasGroup escapeMenu;
[SerializeField] CanvasGroup targetMenu;
static bool VISIBLE = true;

public void ShowAttackMenu()
{
    HideMenu();

    menuPanels[attackMenu] = VISIBLE;
    currentMenu = MenuType.Attack;

    ShowMenu();
}

public void ShowCantripFeatMenu()
{
    HideMenu();

    PopulateCantripFeatMenu();

    menuPanels[abilityMenu] = VISIBLE;
    currentMenu = MenuType.FeatCantrip;

    ShowMenu();
}

public void ShowMenu()
{
    menuAnimator.SetTrigger("Show Menu");
    menuHidden = false;

    StartCoroutine(ShowEvent());
}

public IEnumerator ShowEvent()
{
    yield return new WaitForSeconds(0.5f);

    List<CanvasGroup> menuPanelKeys = new List<CanvasGroup>(menuPanels.Keys);
    foreach (CanvasGroup canvasGroup in menuPanelKeys)
    {
        if (menuPanels[canvasGroup] == VISIBLE)
        {
            canvasGroup.alpha = 1;
            canvasGroup.interactable = true;
            canvasGroup.blocksRaycasts = true;
        }
    }
}

public void HideMenu()
{
    if (!menuHidden)
    {
        menuAnimator.SetTrigger("Hide Menu");
        menuHidden = true;
    }

    ClearAbilityMenu();
    ClearTargetMenu();

    List<CanvasGroup> menuPanelKeys = new List<CanvasGroup>(menuPanels.Keys);
    foreach (CanvasGroup canvasGroup in menuPanelKeys)
    {
        canvasGroup.alpha = 0;
        canvasGroup.interactable = false;
        canvasGroup.blocksRaycasts = false;

        menuPanels[canvasGroup] = HIDDEN;
    }
}

So the above is the relevant code, and the particular issue lies with the abilityMenu canvas group. When I run it with it named the following in the prefab

I get the scenario seen here, where the FEAT panel (left menu box) does not show the contents, which should be a single button:

(Images combined as I am a new user, and only allowed one, see Top Two Screenshots in Image below)

As you can see, the alpha and other fields are all disabled. however the same code which runs the attack menu properly sets the field to display the panel (canvas group) correctly.

Navigation of the UI is handled by button press trigger events, and every other sub menu works perfectly fine, but the ability menu fails to properly change the canvas group values. Ive checked my animations, which set some parent panels alpha to 0 and 1 when it animates the transition between the panels, but it does not set any of the sub panels.

Here is where it gets weird though. If I set the name of the panel in the prefab editor to anything else, all panels works as expected.

(Images combined as I am a new user, and only allowed one, see Bottom 2 Screenshots in image below)

I have tried to diagnose this issue for a few days, but no luck. I cannot figure out why changing the name of the object in the editor would so fundamentally change the behavior of the script for this single panel. Any help would be appreciated.
Thanks

image

image

Imgur link to same photo in case compression makes it unreadable: Unity Canvas Group problem when renaming game object in editor - Album on Imgur