TeleportAsync's teleportData getting mixed with players

I have a encountered a weird bug while using TeleportAsync and :GetJoinData() combo. Basically, I set a teleportdata using TeleportAsync’s options:SetTeleportData,

Serialized data prints:
And when teleporting, the teleportData gets mixed with other teleportDatas. To retrieve the teleportData, I call :GetJoinData() like this:

I don’t know if I’m doing something wrong, but here’s an example of mixed data case:

If you do some research, you’ll find that the ID of “Owner” doesn’t represents any of our ids, being:

  • 561147216 (Epic_Player16),
  • 213822390 (ItzPrismatic),
  • 642910761 (MLegendsMVPXIIIX),
  • 111318056 (OptixRBLX)

I would be grateful if you could help me fix that bug, because it is annoying and stops player from progressing in the game smoothly. Thank you and if need any more informations, I’ll gladly reply to you ^^

You can experience this bug easily by joining a public server and trying to launch a game. Game in question: [2 MILLION CODE] Ultraverse Tower Defense - Roblox