More info See in Glossary components connected by Joints are pulled apart by static collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. This can occur if Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces.
Disabling preprocessing can help prevent Joints from separating or moving erratically if they are forced into situations where there is no possible way to satisfy the Joint constraints. Uncheck the Joint’s Enable Preprocessing property.This locks the axis and provide a stable simulation. Instead of using a small angle, try setting the angle to zero. Depending on your setup, the minimum angles should be around 5 to 15 degrees in order to be stable. Avoid small Joint angles of Angular Y Limit and Angular Z Limit.More info See in Glossary and Ragdoll stability. This page provides tips for improving Joint A physics component allowing a dynamic connection between Rigidbody components, usually allowing some degree of movement such as a hinge.