The inner edge issue is often seen in many box2d driven platformers. None of the fixes I've seen around the web seem to work if you are using tiles with a lot of overlapping edges.
Stuff like 0 friction helps movement, but does nothing to keep you from getting caught on edges.
A narrower capsule also won't stop you from getting stuck.
Ive seen the suggestion to add circles on the corners of boxes to get rounded collision but that just adds more edges to get caught on.
And using a circle for everything is also impractical. Also, high velocity collisions with the circle collider and a tile floor with tons of snagpoints often sends the circle collider flying in the air.
Platformer physics with box2d is always pretty buggy to some extent. I've always prefered to write a simple AABB collision system, but with slopes and the rope bridge, its obvious that another fix needs to be found.
The closest fix I've found is to use the edge collider on the bottom of your character. The world scale also seemed to have some effects.
The "ski" has 0 friction and doesn't seem to get caught nearly as often as I expected. There are STILL edge cases, but they are much less frequent for me this way. When someone comes up with the ultimate solution, I'm ready!
EDIT: Another physics option is the iterations per frame, which is controlled in Edit > Project Settings > Time