Completely rigid worlds suffer from static indeterminacy. Consider a table with four legs of equal length. If you try to solve for the forces on each leg, there's no unique solution. For three legs, there is. But for four, very tiny differences in leg length mean huge changes in the forces, because only three will touch the ground.
This has real-world implications This is why tripods are stable but four-legged chairs can wobble. It is why older truss bridges are all triangles. For triangles, the stresses can be computed statically by hand.
Because of this, rigid body collision solvers are doomed to get some cases wrong. This is usually not a big problem in games because most of what's going on is blowing stuff up. But it will show up as a problem if you try to simulate a vehicle with no suspension.
Ref: https://en.wikipedia.org/wiki/Statically_indeterminate