Raycasthitbox keeps self-soft-destructing itself after server hitbox is destroyed

I’m using V1 of raycasthitbox, and everytime I call to create a hitbox on the server using the V4 version after which an animation is finished the hitbox is destroyed but the V1 on client also breaks rendering useless unless player re-equips.
This is how I create the hitbox on the client (the one that breaks).

_Tools.Tool = Tool
_Tools.CurrentHitbox = RaycastHitbox:Initialize(GetHandle(Tool), {Player.Character})
_Tools.CurrentHitbox:DebugMode(Player:GetAttribute("_debug_setting"))

The server.

local Raycast = RaycastParams.new()
	Raycast.FilterDescendantsInstances = {Character}
	Raycast.FilterType = Enum.RaycastFilterType.Exclude
	local Hitbox = GetHandle(Tool, Character)
	Hitbox.RaycastParams = Raycast
	local Module = require(_G.GetM(Tool))
	if Module.NoExecute then
	pcall(function()
		Hitbox:Destroy() -- Example of the hitbox being destroyed on the server.
	end)
	Hitbox = nil
	return
end