The logic is: when block [Rigidbody3D] collides with my player [CharacterBody3D] -> the block must be destroyed.
But currently before it is destroyed, it pushes my player back a bit (because of collision).

Collision layers of the Block:

Collision layers of the Player:

How to solve it, guys?

darceyo changed the title to Why the Rigidbody3D pushes my CharacterBody3D a bit? .

DaveTheCoder what the difference except the Name of the func?
It makes the player better in colliding, or how it's affects the player?