If the model exists but none of the children exists, it’s 100% StreamingEnabled. Either up your streaming radius, build your scripts around the streaming architecture, or disable streaming.
If the models are created only on the LocalScript (client-side) and aren’t anchored, the client will simulate physics for them. If the “slow enemies” fall off the map or hit Workspace.FallenPartsDestroyHeight, the engine automatically destroys the parts inside the model, but it can leave the empty Model container behind.
Make sure the slow enemy BaseParts are anchored, or make parts collidable. Also, check if the joints are glitching out and flinging parts to the void.
Server cannot “render” anything
Only client does that
What you want to say is replicating pure data and interpreting it rather than replicating instances
Next: please structure an actual question and not aggressive complaining with zero information attached, as nobody will be able to assist you otherwise
If you are going to replicate data, I suggest using buffers with U8 opcodes to tell what the following bytes will mean
I haven’t written a tutorial about how to handle that network-wise, but if you need a buffer tutorial, here it is: