Is WeldConstraint.Enabled useless?

I have these two welded parts:

To move the two parts togheter, just use CFrame on one of the parts:

for x=1, 100 do
	workspace.Part1.CFrame = workspace.Part1.CFrame + Vector3.new(0.1, 0, 0)
	wait(0.1)
end

But for this to work, Part2.Anchored must be off:

Ok, but now, if I want to move ONLY Part1, “theoretically”, it would be enough to turn WeldConstraint off (WeldConstraint.Enabled = false), right?
https://developer.roblox.com/en-us/api-reference/class/WeldConstraint#enabled

But when I do that, Part2 falls, since it is not anchored.

That is, if I want to move a welded part independently, the “Enabled” parameter is useless; in this case, the only alternative is to save WeldConstraint.Part0 in a variable, then move Part1 and then retrieve WeldConstraint.Part0 from the variable.

So, what is the use of the WeldConstraint.Enabled parameter?

You can just add the Vector3 value to Position property of one of the parts you want to move instead of CFrame to just move one part without moving the other one and disabling WeldConstarint.

And Enabled property just toggle between enabling constraint or vice versa.

Not true when I have a complex weld structure with multiple parts welded on each part shown.

As I said, if Enabled is off, Part2 falls…

Yes, that’s how that property supposed to work when Part2’s Anchored property is false.

So this is the dilemma: for Part2 to be moved, Anchored has to be off. And in this state, WeldConstraint.Enabled off will cause Part2 to fall.

Why not use a normal Weld then? You have full control of the C0 and C1 properties, which can also be tweened.