Are you using physics correctly? Sounds like you might not be.
With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.
Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.
With a wheel collider, use the motor or brake torque to effect motion.
im using a raycast to see if the player is within reach to an item
Then on a button press, moving that item to the players hand.
so the item will move with the player.
Interesting… I guess it varies by what you’re trying to do. Never thought of parenting it AND driving position rotation… does it work? If so well, I suppose move on!