Ok well i think i see what goes wrong, its the automatic weight ctrl p that goes wrong, essentially each part of the bear is a disconnected mesh.
If you want it to behave like that, when arms and legs are connected as a real bear (where those can be loose parts, connected by a single pont) then with automatic-weight paint you have to select the individual mesh and then the individual bone and do weight paint. (but first split your mesh by those lose moving parts).
Another bear way, would be as if those parts did not have a single joint point but are sticked with needle and rope, around another body part, and so its more like 1 volumes object (a single part stuffed bear), instead of amultiple loose objects (a multiple stuffed parts bear). In that case your mesh has to be like that too. This is the most easy form to rig, since that wont require to do automatic weight paint to each single bone but all bones can be automated-weightpaint all-together. As one single operation.
Currently the automatic weight paint sees an object that exist out of multiple objects whose mesh is not like the seccond bear (one volumes object) and it gets confused from a multiple volumes object.
- i actually had wondered for a while if multiple parts based objects (like multi stuffed bears) where possible so far i never rigged them. But thanks to your question i see that it works but it requires more additional handling since then you have to select the individual bone that belongs to it.
- I think i prefer the single mesh rigs though, easier todo