Welcome to the forums @kl3psydra!
If I had to guess, its probably that the physics engine doesn't like that you are rotating the KinematicBody node outside of _physics_process
, because it makes the physics engine and the game data out of sync.
I would recommend a node for adjusting the Y rotation of the camera, so that you can rotate it independently of the rotation of the KinematicBody node. For example, you could use a scene setup like this:
Then on line 23
you can rotate the new node (Cam_Rot_Y
) instead of rotating the KinematicBody node. I've done this a few times for some games I've made and I have not ran into any issues doing it this way.
If I recall correctly, I did a setup like this for the game jam version of Dreams of Fire, which you can find the source code on GitHub if you want to take a look and use it as a reference. The code is old (over 3 years old!), not at all documented, and written in a hurry. Also, because its so old you may need to use Godot 3.0 or 3.1, but it should hopefully show a working reference.