Polycount of the object in question?
Try reducing it to a lower level of subdivision, and ZRemeshing that. ZRemesher will choke on an object if the polycount is too high. Always keep a duplicate of the original high poly mesh to project lost detail from.
Otherwise, assuming a reasonable polycount, the geometry has become problematic in some way, and will need to be “cleaned”. Try doing a Tool > Geometry > Mesh Integrity > Fix Mesh on it. If that doesn’t solve the issue, try dynameshing it at a a high enough level of resolution to keep fine details like fingers separate, and zremeshing the resulting mesh.
You mention you’re trying to reduce the polycount. Note that Zremesher will reduce the polycount, but you will also lose detail with the lower poly mesh, unless you subdivide it sufficiently back to high poly level and re-project the lost detail from the original. If you’re done with your work and aren’t concerned with topology, but simply want to reduce polycount while keeping detail in order to ensure portability between programs, that’s generally what decimation is used for.
Otherwise the point of Zremeshing is usually to create a new base mesh with evenly distributed polygons for good sculpting performance, that will then be subdivided again sufficiently to recapture the lost detail through projection. It isn’t a magic solution to reduce polycount in itself, though it can be used to help create a more efficient mesh that delivers polygons where they’re needed, and away from areas that don’t.