@inspect mode: I added a branch after Input Axis MoveForward and Input Axis MoveRight that checks the inspect bool and only continues to the move function when false.
@trigger zones: This was no critic. With the hold function enabled items can be thrown into trigger zones like platforms, buttons, lasers and so on. But since I disabled it I have to create dedicated items to replace this function.
It would be great if you came up with a stable solution for holding items, but there is no hurry on my side. A game I usually refer to for my project is Deus Ex: Mankind Divided. It's probably using the same Interface as Deus Ex: Human Revolution but I can't really remember. But there the hold function is also physical. Because when you hold a smaller object in front of you and you line up with a wall on your side and then slowly turn the object in a circle against the wall you can see how it starts shaking and slightly pushed aside while as a result the character is pushed away from the wall. When you walk against a wall with the object in front of you, you just stop. Couldn't see any hint that the object would get pushed against the character. Only when I turn left and right and 'scratch' the object on the wall you notice friction again.