anecdote time! on a now dead project ages ago i had heightmapped terrain the player could traverse. so i wanted them to be able to slip down inclines that were too steep
i wrestled with an out of the box physics library for *months*. i eventually recompiled it to use 64-bit floats instead of 32-bit to avoid jitter far from the origin. i even managed to kludge together a solution for a world that could wrap around on itself, which meant physics wouldn't work at the edges of the world
but no matter how hard i tried i couldn't get the "slip off an incline of terrain this steep" to work reliably the way i needed it to
i bit the bullet and wrote my own collision solver and crude physics system. it took days, and not only solved the slipping issue but also made the physics more predictable, improved performance by removing stuff i didn't need, used 64-bit floats from the start, and fixed the issue at the edges of the world because it was designed from the start for a wrap-around world