HumanoidStateType not changing

Well, I’m having a problem with my script. I disabled all the states that I don’t want in the ragdoll function, but it still keeps returning to the GettingUp state, even though this state is disabled.

Ragdoll Function:

function RagdollModule:Ragdoll(Character: Model)
	if not Character:GetAttribute("Ragdoll") then
		local IsNpc = Players:GetPlayerFromCharacter(Character) == nil
		local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")

		if not Humanoid then return end

		for _, Animation in Humanoid:GetPlayingAnimationTracks() do
			Animation:Stop()
		end

		Character:SetAttribute("Ragdoll", true)

		Humanoid.BreakJointsOnDeath = false
		Humanoid.AutoRotate = false
		Humanoid.RequiresNeck = true
		
		if Character:GetAttribute("CanMove") then
			Humanoid.WalkSpeed = 0
			Humanoid.JumpPower = 0
		end

	    Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, true)
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)  -->> Disabled
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.Running, false) -->> Disabled
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false) -->> Disabled
		
		Character:FindFirstChild("HumanoidRootPart").CanCollide = false

		if IsNpc then
			local function PushCharacter()
				Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
				Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
				
				Character.PrimaryPart:ApplyImpulse(-Character.PrimaryPart.CFrame.LookVector*200)
			end
			
			PushCharacter()
		end

		self:ReplaceJoints(Character)
	end
end

unRagdoll Function:

function RagdollModule:unRagdoll(Character : Model)
	if Character:GetAttribute("Ragdoll") and (not Character:GetAttribute("Downed") or Character:GetAttribute("BeingCarried")) then
		local IsNpc = Players:GetPlayerFromCharacter(Character) == nil
		local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")

		if not Humanoid then return end
		if Humanoid.Health <= 0.1 then return end
		
		self:ResetJoints(Character)

		Character:SetAttribute("Ragdoll", false)

		Humanoid.AutoRotate = true
		Humanoid.RequiresNeck = false
		
	    Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, true)
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.Running, true)

		Character:FindFirstChild("HumanoidRootPart").CanCollide = true
		

		if IsNpc then
			if not Character:GetAttribute("BeingCarried") then			
				Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
				print(Humanoid:GetState())
			end
		end
	end
end

Video:

External Media

Try disabling it on both the server and the client?