Collision groups aren’t the equivalent of CanCollide. If two collision groups are collidable, that just means physics works as normal (including CanCollide). If two collision groups are not collidable, then they ignore each other as if parts in either group are CanCollide=false.
For your case, you’d want to enable CanCollide on the wall, use the current collision groups you have for the zombie/wall, and then disable collisions between the default collision group (players, tools, parts, etc) and the wall: