As a Roblox developer, it is currently too difficult to calculate custom collisions, ability to use :GetClosestPointOnSurface() in parallel would greatly improved collision calculation algoritms.
If Roblox is able to address this issue, it would improve my development experience because i will get ability creating more flexable 3d particles that have advanced collision, but im unable to do it, only thing i can recreate is block and sphere collisions
Why not use raycasts?
Only reason I can see is GetClosestPointOnSurface might detect the visual mesh rather than physical mesh but since your goal is physics, you should be using the physics mesh anyway. Also highly doubt GetClosestPointOnSurface is faster than Raycasts as you would have to loop through multiple parts to check unlike Raycasts which uses an acceleration structure that is likely faster than any equivalent Luau implementation.
Btw, I still agree on the feature request, just trying to find an alternative solution for you