Hey All;
Well I solved this. First let me clarify I did NOT have a Photon View on the object yet it was still triggering events across the network.
The issue was down to players TAG, the player prefab had the tag "MP Player", and when the other players were spawned they too had the same tag on their player prefab, which caused it to trigger events no matter who entered triggers or collided e.t.c. on any of the clients games. So to fix this I went to the IsMine setup on the player prefab, I then added a new action to the NotMine state called "Set Tag" action and changed every other player objects tag to "MP Other Player" and now when the player enters a trigger it does not act all wonky as it did before.
Anyway thanks guys I thought I would share how I solved this in hopes that it may help others down the road.