Why shouldn't I just have all my box colliders exclude all and reference their bounds instead?

My question is, would there be a downside to keeping whatever box colliders i want to use as hitboxes from actually interacting with anything (Exclude all layers) and then whenever I need those box colliders (Such as when the player does an attack) I instead just update that specific box collider’s position to the player, get its bounds, and check if Box collider A bounds (Attack box collider) intersect with the Bounds of box collider B (Enemy bounds).

My idea is to be able to use simple Booleans to check all of my hitboxes easily. Before I actually implement this, is there some “objectively” better way to do this?

PS. I want to have my box colliders interact with nothing so that they do not accidentally mess up the physics of anything I have going on.

If you dynamically want and not want to detect stuff then use physics queries, that’s what they’re for.

Queries such as Physics2D.OverlapBox for instance.

You don’t need to enable/disable anything nor wait for the simulation to run to get callbacks and there’s no affecting the simulation.