How do I make a physics-based tail that flops about without also yanking the player around?

Ages ago I experimented with making a morph game wherein the custom player model has a tail which flops about in reaction to movement, but I gave up on it because it tended to also physically yank the player around like it was being pulled, which was unrealistic. I randomly remembered it today and went into the test place for it to see that while all the physics updates in between have somewhat improved things, the “yank” still occurs when turning sharply.

(notice how the gryphon moves a little bit in the direction the tail swings)

I tried making the tail massless, to no effect. How do I stop the “yank”?

Maybe you can separate the tail physics from the main assembly by not connecting them and only setting the tail connector’s CFrame to the main assembly connector’s CFrame?

A “Copy CFrame” constraint would be useful here but it doesn’t exist so you’ll have to script it.