Model collides with objects while all it's children have CanCollide set to false

I’m going to assume I should put this here as it makes sense for it to be here.

I recently gave a model I have PathFinding. What I learned, though, is that it collides with almost any object it comes across. Now, the model itself has all of its parts’ properties have CanCollide set to false. I previously didn’t have the HumanoidRootPart’s CanCollide off, but I changed it to false, too.

I’ve already tried changing another setting, setting the HumanoidRootPart’s CanCollide false (as I mentioned before), ungroup everything except the entire model itself, and I’ve gone through and checked every part.

There are only two scripts inside of it, one for the pathfinding, and the other for a sound that plays.

But as far as I know as soon as you hit Play the HumanoidRootPart becomes CanCollide true. You could check in test mode in Studio by selecting the HumanoidRootPart and seeing what it’s set to. If you try to reset it then it just goes back to CanCollide true.
Try using Collision Filtering | Roblox Creator Documentation and Detecting Collisions | Roblox Creator Documentation.

I’d use collision groups as Scottifly said, You can find it in the Model tab under “Advanced” and toy with it a bit but it’s fairly simple.

I’ve tried collision groups. I’ve taken note that it seems to get caught on the walls specifically where there isn’t a HumanoidRootPart.

Then you aren’t using it correctly.
Your regular Parts go into the standard group.
The Parts you don’t want to collide go into one group.
The Parts you want the first group to collide with go into the second group.
Then you check the boxes that identify which groups interact with the other groups.
Select the first group Parts and add them into that group.
Select the second group Parts and add them into that group.

I use this system in an obby that I’m building right now. All Parts can interact with other Parts, but Humanoids will fall through certain path parts.