Objects going even a little fast can make it go through other objects, such as a player falling,
or something going at a fast speed into a player or other objects,
or a player running through walls when having a high walking speed.
All these can be bad for separate or joined reasons, a player falling through a floor is quite bad as some games may have falling sections but don’t expect the player to die or maybe the area under is for a later section, maybe it irritates the player a little. Something going through something else at a high speed is bad as it can make things that need to be fast such as catapults or vehicles a tricky slope as this can make them not viable or take tons more effort. A player with a high walking speed being able to phase through walls is something I have encountered in games quite a bit, trivializes any sort of wall trying to contain the player unless the developer makes the wall insanely thick which can be look bad or not work depending on where it is, and once again it can kill a player when a player isn’t supposed to die. For a platform that is also a physics engine, it confuses me how something like this has not been patched or subsidized, especially with how popular this platform has become. I am someone who enjoys messing around with physics on roblox related things such as catapults, seeing how fast I can get something to move in certain games, but stuff like this adds a big headache to anything that is related to something going fast or being put high up and falling back down.