Chained rigid body constraints break when moved

So I am currently rigging a creature and as I always struggle to get the motion of the tail to look correct I thought I try to make a physics based rig. Usually I would use just a single line of vertexes that have a cloth simulation on them but that usually looks terrible when trying to get it to collide properly with stuff so I tried using rigid bodies with constraints instead.

The rig itself works fine but the problem arises when I try to parent it all to the armature or try to move it at all for that matter. If I parent the rigidbodies to the armature I get no motion at all (or tons of jitter).
I also noticed that the stiffness of the springs appears to change if i try to move everything manually…

Is there a solution to this or is this just a limitation of blenders physics engine?
I’ve attached .blend if just the physics rig.
PhysRig.blend (724.7 KB)