Like i said, it is still impressive because very few games have this huge amount of physics crammed into one title but i'm still of the idea that the more graphic fidelity you have, the hardest is to do physics that looks real (harder both to code and to render with a shitty console hardware)
In zelda you can get away with a tree always breaking in 2 parts in the same exact way all the time, with wukong graphic you need physics that looks the part, you can't get away with cartoony\not accurate physics, it would look out of place.
Even the part with 1000 objects in astro, sure they have basic interaction with each other, basic havok, but we know that objects don't just bounce to each other, they have edges they have angles that can stuck each other, what you see when you walk through them and they move is just the most basic physics possible, there is no real advanced micro-interactions between the objects, it's like they have a small force field around them so the only interaction possible is to bounce.
This is why althought i'm impressed by the quantity, i'm not impressed by the quality because it is already stuff that i saw before, even 15 years ago, just having many objects doesn't impress me anymore like it would have done mayne 5-10 years ago.
It''s like seeing yet another game with snow\sand simulation that look lile the past 10 games with snow\sand deformation, it's not impressive anymore even if the whole level is covered in snow, because the tech behind is still the same.
I'm un-impressevely impressed by astro, if that make sense
But i'm gonna investigate more on the jelly physics that you pointed out, i remebner another game with goop physics but i can't remember the name, maybe the gloop or something like that, it had a black female kid protagonist and it was a gamepass game.