The console gives me a throttle message and tells me to call it less. This functions managing these datastores have not been changed in a while and they've always worked but for some reason recently, it stopped working but only in my scripts. When I try to spam call it in the console like this it works perfectly fine and doesn't throttle

require(game.ServerScriptService._v2_GameManager._v2_PlayerManager._v2_PlayerDataManager)
:Get(game.Players.second_120, {"Wins", "WeeklyWins", "WinStreak", "Kills", "RoundsPlayed", "Coins", "Diamonds", "Level", "Experience", "GunSkins", "NameTags", "GunTypes", "Daily Reset"})

However, for some reason when I call my datastore functions like these two it throttles:

function PlayerDataManager:Get(player, statsRequested, statsRequestedDefaultOverrides)
	print("Getting datastores")
	print(statsRequested)
	
	local statValues = {} -- table to be returned

	for i, statRequestedName in ipairs(statsRequested) do
			-- see if it is a valid stat
			if table.find(validStatsNames, statRequestedName) == nil then
				debug.traceback("Invalid stat requested. Requested for: " .. statRequestedName .. ", which is not a valid stat. Valid stats are: " .. table.concat(validStatsNames) .. ". Traceback: ")
			end

			-- Get stat object
			local statRequested = validStats[table.find(validStatsNames, statRequestedName)]

		-- Do stuff with datastore
		print("start ds2 get")
			local RequestedDataStore = DataStore2(statRequested.Name, player)
		if statsRequestedDefaultOverrides == nil then
				table.insert(statValues, i, RequestedDataStore:Get(statRequested.Default))
			else
				table.insert(statValues, i, RequestedDataStore:Get(statsRequestedDefaultOverrides[i]))
		end
		print("end ds2 get")
	end
	
	print("Got datastores")

	return statValues
end

function PlayerDataManager:Increment(player, statsToIncrement, manualUpdate)
	print("Increment datastore")
	local statValues = {} -- table to be returned

	for i, statToIncrement in ipairs(statsToIncrement) do
			-- see if it is a valid stat
			if table.find(validStatsNames, statToIncrement.Name) == nil then
				debug.traceback("Invalid stat. Requested to change: " .. statToIncrement.Name .. ", which is not a valid stat. Valid stats are: " .. table.concat(validStatsNames) .. ". Traceback: ")
		end
		

			-- Get stat object
		local statRequested = validStats[table.find(validStatsNames, statToIncrement.Name)]
		
		print(statRequested)

			-- Do stuff with datastore
			local RequestedDataStore = DataStore2(statRequested.Name, player)
			RequestedDataStore:Increment(statToIncrement.Increment, statRequested.Default)
			
			-- Post-inc functions
			--table.insert(statValues, i, {Name=statRequested.Name, Value=(RequestedDataStore:Get(statRequested.Default))})
			
			print("incremented " .. statToIncrement.Name .. " by " .. statToIncrement.Increment)
			if table.find(replicatedStatsNames, statToIncrement.Name) ~= nil then
				ServerStorage.Players[player.Name][statToIncrement.Name].Value = RequestedDataStore:Get(statRequested.Default)
			end
	end

	PostDataUpdate(player, statValues, manualUpdate)
	
	print("Increments finished")

	return statValues -- return in case we need the new value of the data
end

For example, the console tells me it's throttling when I call the get function from here

	-- Get all player data
	local playerData = PlayerDataManager:Get(player, {"Coins", "Diamonds", "Level", "Experience", "GunSkins", "NameTags", "GunTypes", "Daily Reset"})
	print(playerData)

	-- Load currency to gui
	local playerGui = player.PlayerGui:WaitForChild("Lobby GUI")
	-- Coins
	ServerStorage.Players[player.Name].Coins.Value = playerData[1]
	playerGui["CurrencyUI"]["Coin UI"]["Coin Value"].Text = playerData[1]
	playerGui["CurrencyUI"]["Coin UI"]["Coin Value Background"].Text = playerData[1]
	-- Diamonds
	ServerStorage.Players[player.Name].Diamonds.Value = playerData[2]
	playerGui["CurrencyUI"]["Diamond UI"]["Diamond Value"].Text = playerData[2]
	playerGui["CurrencyUI"]["Diamond UI"]["Diamond Value Background"].Text = playerData[2]
	
	
	--Load Experience
	game.ReplicatedStorage.v2.GUIEvents.GetLevelFromExperience.OnServerInvoke = LevelTable.GetLevel
	game.ReplicatedStorage.v2.GUIEvents.GetRewardFromLevel.OnServerInvoke = LevelTable.CheckForReward

	ReplicatedStorage.v2.GUIEvents.UpdateVisuals:FireClient(player, {{Name="Experience", Value=playerData[4]}})

	-- Load inventory
	-- stuff
	AccessoryPurchaseManager:Load(player, {playerData[5], playerData[6], playerData[7]})