GetPartsInPart includes even undeclared zones

If you look at the video, you move the parts in front of another booth and they don’t return to their original position.
Originally, they have to return to their previous position when the parts are out of work, as shown in the later part of the video.

local toolEvent = ReplicatedStorage:WaitForChild("ToolEvent")

toolEvent.OnServerEvent:Connect(function(player, target, newCFrame)
	local originPosition = target.Position
	local whitePart = TierModel.WhiteListPart

	if target and newCFrame then
		local partName = target.Name
		local playerValue = player:FindFirstChild(partName)
		
		if playerValue == nil then
			return false
		end

		if target.Name ~= playerValue.Name then
			return false
		end
		
		local originalCFrame = target.Position
		if target.Locked then
			return false
		end
		target.Position = newCFrame
		local partsInTestPart = workspace:GetPartsInPart(whitePart)
		local targetIncluded = false

		for _, part in ipairs(partsInTestPart) do
			if part == target then
				targetIncluded = true
				break
			end
		end

		if not targetIncluded then
			target.Position = originalCFrame
		end
	end
end)

There is a WhiteListPart within the workspace, and if the part leaves the area, it is supposed to return to its previous location.
This is the same for other booths. In other words, the same WhiteListPart exists in front of that booth.

What’s the problem? The WhiteListPart in the other booth was not declared in that code at all.
Just in case, I tried changing the name to something else, but I encountered the same result. I have no idea what the problem is.