It’s only a weakness if you make it one, meaning that you rely on the default behaviour of explosions (which, on activation, will break joints and apply a force to parts in range).
First and foremost, please do keep in mind that this thread is only meant to be an introduction to tweening models, not an all-purpose guide. It’s chief purpose is to lay the foundations down behind attempting to tween a model and address an old method which is bad.
From what I do know, there are a dwindling amount of games that arbitrarily allow explosion objects to use their natural effect when they are instanced. This is in favour of creating custom explosions and likewise explosion handlers. such that the explosion object is either used as a visual or not used at all.
If you need the natural explosion behaviour (which is most likely a dubious claim) and you use this method, then it will become an issue which then you need to look into changing either your explosion or method of model movement. Changing the explosion can be done by making raycast explosions (which are honestly probably better to use) or making use of an explosion’s hit event. Door movement would involve revisiting the Using SetPrimaryPartCFrame header in the tutorial and manually calculating an offset for all your parts to a certain root part to avoid the issue of models tearing apart.