Commit a defender with the dribble, then release the free man. Drive straight at the defender, force him to engage, and release the teammate he leaves the instant he commits.
The ball carrier drives straight at a defender to commit him, then releases a teammate the defender has left free. Emphasise carrying at the defender to force the decision, then the timing of the release the instant he engages. Do not pass too early. Vary which teammate is free. Rotate the roles.
Dribbling is usually taught as a way to beat someone. Here it is a way to create a pass that did not exist a second earlier, and that reframing is worth more to most players than another skill move.
The logic is simple and rarely stated. A defender covering a passing lane makes that pass unavailable. Carrying the ball directly at him forces him to address the ball instead, and the moment he does, the lane he was covering opens. The dribble has not beaten anyone; it has moved a defender out of a place he was needed.
Which means the carry has to be a genuine threat. Drifting towards a defender at half pace tells him nothing and he stays where he is, covering both. Driving at him with the head up, on a line that will take you past him if he does nothing, forces the decision.
Timing the release is the whole skill and the common fault is passing too early, which is the same error as in every overload situation. A pass played before he commits finds a teammate who is still marked, and the carrier has expended the threat for nothing. The instruction that helps is to wait until his weight is visibly moving towards the ball.
This is also the least glamorous dribbling skill and the one most useful to average players. Nobody needs a step-over to carry five yards at a defender, and a midfielder who does this reliably creates more chances than one with a repertoire of tricks.
Save it to your private drills, then change the animation, adjust positions, swap equipment, or drop it into a session block. Or start from a blank pitch and build your own.