DOTween capacity always increasing

I’m creating a sequence and adding a couple of tweens to it. If I call it a couple of times the tweens capacity gets increased exponentially till everything gets incredible laggy.

I’ve recorded this 30 seconds gif to showcase the issue:

My code for when the button is pressed consists of 2 simple functions:

    public void HideUI()     {         Sequence sequence = DOTween.Sequence();          sequence.Append(PremiumButton.DOAnchorPos(new Vector2(0, 300), 0.5f));         sequence.Join(SkinsButton.DOAnchorPos(new Vector2(0, 300), 0.5f));         sequence.Join(RateButton.DOAnchorPos(new Vector2(0, 300), 0.5f));         sequence.Join(HideShowUIButton.DOAnchorPos(new Vector2(1145, 0), 0.5f));         sequence.Join(AchievementsButton.DOAnchorPos(new Vector2(0, 300), 0.5f));         sequence.Join(CollectionsButton.DOAnchorPos(new Vector2(0, 300), 0.5f));         sequence.Join(SettingsButton.DOAnchorPos(new Vector2(0, 300), 0.5f));         sequence.Join(Up.DOAnchorPos(new Vector2(0, 400), 0.5f));         sequence.Join(Down.DOAnchorPos(new Vector2(0, -400), 0.5f));         sequence.Join(LevelsPanel.DOAnchorPos(new Vector2(2000, 0), 0.75f));          HideUIImage.GetComponent<Image>().sprite = ShowUISprite;         HideUIText.GetComponent<TMPro.TextMeshProUGUI>().text = "SHOW UI";          HideShowUIButton.GetComponent<Button>().onClick.AddListener(() => ShowUI());     }      public void ShowUI()     {         Sequence sequence = DOTween.Sequence();          sequence.Append(PremiumButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(SkinsButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(RateButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(HideShowUIButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(AchievementsButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(CollectionsButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(SettingsButton.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(Up.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(Down.DOAnchorPos(new Vector2(0, 0), 0.5f));         sequence.Join(LevelsPanel.DOAnchorPos(new Vector2(0, 0), 0.75f));          HideUIImage.GetComponent<Image>().sprite = HideUISprite;         HideUIText.GetComponent<TMPro.TextMeshProUGUI>().text = "HIDE UI";          HideShowUIButton.GetComponent<Button>().onClick.AddListener(() => HideUI());     } 

I don’t understand what exactly is happening. Is there a memory leak? Why is DoTween increasing exponentially like that? The function suggested in the console has the prototype like static DOTween.SetTweensCapacity(int maxTweeners, int maxSequences). There’s no way I’m reaching those numbers as the console shows.