Try it out in this world:
When standing at the edge of a Box Collider (I have not tested other types of Colliders),
.InPlayerGrounded()
remains
false
incorrectly, while the player is still being held up by the Collider.
The resulting chain of effects:
  1. Player retains velocity as if in mid air, thus creating a sliding effect along the direction the player was moving.
  2. While in this state, player cannot jump, just like in mid air.
  3. While in this state, player can move and change direction of the sliding (again, as if in a pseudo state of free falling mid air).
  4. While in this state, player is also continually being affected by gravity therefore can accumulate an infinite amount of downward velocity (minus Y) while in this sliding state or "gravity riding" state.
  5. When the player eventually exits this state (when his capsule is no longer being held up by the collider, or if he steps onto the collider properly), the massive downward velocity will snap the player to whatever floor surface is below the player in an instant, rather than the expected effect of start free falling with an initial zero downward velocity and slowly becoming faster like you would stepping off a high platform.
Further testing or related bugs:
The player capsule behaves differently while walking into different types of Colliders (e.g. Box Collider, Capsule Collider, Mesh Collider etc) so this effect might or might not appear with other colliders. But it certainly does with Box Colliders (test it in the above world).