As you can see with motion blur enabled the wheels decide they want to leave the car as well as the point lights in the headlights (I’m assuming) moving position and causing more weirdness with the lighting.
If I turn the shutter as low as it goes (0.01) it solves the problem of things moving around but if I do this I get far too little motion blur.
Same kind of bugs appears when you do IK/FK switch on characters in one frame.
In frame 10 it’s FK, in 11 it’s IK, but in the inter-frame (frame 10,5) the deforming bones are between IK and FK and depending on how the rig is setup that could lead to a position different from frame 10 or 11.
Then you end up having some motion blur ghosting on one frame, a bit similar to what you have here.
It’s hard to tell exactly what is your issue without dinging into the file.
Maybe something is wrong also in the “body” of the car, making the headlights pop out of the car and giving a different lighting. So maybe something like a dependency cycles… hard to tell…
If there is a rig in the car, I’d try to remove it and make the car translate (by moving the object) , without the wheels spinning. That should give you a coherent result, and should prove that the issue lies in the rig.
If there is no rig, look for rotations on the wheels, is there only one rotation involved ?, or they have different numbers even if only one axis is animated ?
You can do a simple rig, by giving the car and the wheel no rotation, parent everything to an empty.
Animate the empty for the translation of the car, animate the rotation of the wheel by hand and keeping only one axis animated, the other should have a 0 value.
This setup should work, and will give you hints on how to do something more advanced if you need to automate the wheel rotation , or allow some drifting of the car…
If you want the wheels to turn in two axis (like when the car is turning) you need two empties/bones for each rotation, the wheel should be parented to the spinning bone, and that bone should be parented to the turning one. That way every time only one axis is involved in rotation and that should be less error prone.