I tested my datastore for the 1st time today and I got an error when I leave the game: "DataStore request was added to queue. If request queue fills, further requests will be dropped. Try sending fewer requests.Key = Player_1251627904" Why do I keep getting this even though I tested this only once.

This is where data is loaded:

local DataStoreService = game:GetService("DataStoreService")
local gameData = DataStoreService:GetDataStore("gameData")

game.Players.PlayerAdded:Connect(function(player)
	
	-- Leaderstats
	
	local leaderstats = Instance.new("Folder",player)
	leaderstats.Name = "leaderstats"
	
	local Bucks = Instance.new("IntValue",leaderstats)
	Bucks.Name = "Bucks"
	
	local Level = Instance.new("IntValue",leaderstats)
	Level.Name = "Level"
	
	-- Data
	
	local key = "Player_"..player.UserId -- The key is where the data is stored 
	
	local data
	local succes, errorMessage = pcall(function()
		data = gameData:GetAsync(key) -- gameData:GetAsync(key) finds the data stored under the players key
	end)
	
	if succes then
		-- If the pcall above is successful, the players data will be loaded
		Bucks.Value = data["Bucks"]
		Level.Value = data["Level"]
		print("Data loaded for "..player.Name.."/"..key)
	end
	
	if data == nil then
		-- If the player has no data, then the code below will run
		print(player.Name.."/"..key.." is a new player and has no data")
		player.leaderstats.Bucks.Value = 50
		player.leaderstats.Level.Value = 1
	end
end)

This is where the data is saved:

function saveData(plr) -- This will be called when player leaves
	
	local key = "Player_"..plr.UserId
	
	local data = { 
		-- Everything in this table is what will be saved
		Bucks = plr.leaderstats.Bucks.Value;
		Level = plr.leaderstats.Level.Value;
	}
	
	local success, errorMessage = pcall(function()
		gameData:SetAsync(key, data) -- gameData:SetAsync(key, data) sets the data under the players key to the current data
	end)
	
	if success then
		print("Saved data for "..plr.Name.."/"..key)
	else
		print("Error saving data for "..plr.Name.."/"..key)
		warn("Error message: "..errorMessage)
	end
end

game.Players.PlayerRemoving:Connect(function(player)
	saveData(player)
end)

game:BindToClose(function()
	-- game:BindToClose() detects when the server is shutdown, the code below will run on server shutdown
	-- If the server shutsdown, all the player's data needs to be saved
	for _, player in pairs(game.Players:GetChildren()) do
		saveData(player)
	end
end)

I really hope there is a way to fix this, becaise its annoying and I'm not sending too many requests, I only played once

Edit: The level leaderstats do not save or load when joining/leaving the game, can someone help me with this too?