Why is destroying a GameObject also destroying all GameObjects created by said object via Instantiate?

I’m trying to have a GameObject clone itself, and after a certain number of reproductions, the object dies via Destroy(this.gameObject). However, when I do this, it destroys itself as well as ALL instantiated object. How do I have the Destroy method only apply to the object it is invoked on, and not any of its instantiated clones?

I an destroying the object with Destroy(this.gameObject);, and cloning it with the folloowing code:

GameObject offspringObject = Instantiate<GameObject>(this.gameObject, this.rigidBody.transform);

I’ve also tried using a prefab in place of this.gameObject for cloning, but the children are still all destroyed.

Change

GameObject offspringObject = Instantiate<GameObject>(this.gameObject, this.rigidBody.transform);

to

GameObject offspringObject = Instantiate<GameObject>(this.gameObject);

to prevent parenting rhe clones to tbis object.