Train the central receiver who takes the ball at very close range and moves it on. The corner players learn when the middle is available, and the middle player learns to turn the ball to a different side than it came from.
Mark a square about eleven metres across with a player on each corner and one in the middle. Transfer the ball around and across the square, and whenever the middle man shows, set it into him from close range. He plays it out first time to a different corner than it came from. Rotate the middle player every two minutes, and keep the sets genuinely short, around a metre or two.
The central receiver is the position that decides whether a team can play forward or only sideways. He receives with people around him, often facing his own goal, and the whole attack depends on whether he can turn the ball to a side it did not come from.
What makes this version demanding is the distance. The sets into the middle are barely a metre, which means the middle man has no time at all between the ball leaving a corner and arriving at his feet. There is nothing to be gained from scanning after receipt, because the ball is already there. Everything has to be decided while it travels, which at a metre is almost no time.
The rule that he must play out to a different corner is what stops the exercise being decorative. A ball set in and returned to the same corner has moved nobody and achieved nothing; in a match that is a midfielder receiving, panicking, and giving it straight back. Turning it to another side means the shape has genuinely been played through, which is the only reason to use a central player at all.
The corner players have a real job too, which usually goes uncoached. They have to recognise when the middle is available and when it is not, and to move along their side to open the angle in. Feeding a covered central player is worse than not looking for him, because it loses the ball in the middle of the pitch, which is the most expensive place to lose it.
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.