If you add a gameobject with a rigidbody component to an avatar, it will locally completely spaz out. This is most prominent if you attempt to make yourself a ragdoll or if you attempt to add player-interactable parts to your avatar. I am almost 100% certain that this is caused by the presence of identical colliders on the mirror copy, and the two are fighting with each other. The bug started happening around the time the way mirrors work was overhauled several months ago. I remember talking to Euan around that time and he said something about how colliders were now copied to the mirror copy to make sure that stuff behaved the same way in the mirror as in the real world.
A way you might be able to fix this would be to simply change the collision matrix to prevent the MirrorReflection layer from colliding with anything else. While the collision matrix is defined as a part of each world, from my understanding you guys are already enforcing the collision matrix for the default layers in the client at run time so changing this wouldn't be too hard.