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With #85 I've removed one cause of #14 (character's collider penetrating another collider and the shapecast starts from there), but removing my original fix (ignoring cast hits with colliders that touch the player from the side) did reintroduce another cause of #14:
Peek.2025-03-15.00-27.mp4
What we see here is that when I don't lock the tilt, the character hits a low wall and "bends" over it - which means now the shapecast legitimately recognizes the low platform as "below the character" and makes it climb over it.
The way #14 fixed this specific situation was kind of hacky, so I'm going to leave #85 as is, which means this is now going to be a bug I'd have to handle at some point.