It looks quite a bit like a scaling issue. The engine likes individual objects to be in the range of 0.5 to 10 units. Going out of this range is very doable, but once you start going significantly below 0.2 or above a hundred, the door opens further and further for odd effects to creep in. The small scale failures tend to happen more abruptly as they are mostly based on tuning factors, while the excess failures are usually caused by a more gradual lack of numerical precision.
If I was going only by what the video looked like, I would have assumed the boxes are extremely tiny (significantly below 0.2 units), since going that small interferes with contact invalidation and other persistent manifold systems.
Here's a few common failure modes of super-tiny shapes:
-Convex shapes make use of a margin when colliding with other shapes that require general case MPR/GJK collision detection. Boxes (and most other shapes) default to 0.04 unit margins. Boxes, spheres, capsules, and cylinders have 'internal' margins, which means that rather than expanding the shape outwards with the margin, the core dimensions are shrunk and then spherically expanded by the margin. The effect is a box with slightly rounded edges. When a box shape has dimensions less than 0.08, the default collision margin would cause it to invert. This has nasty and very noticeable effects on collision detection, unsurprisingly. Shrinking or removing the margin can help, but it's not a great solution; the margin is there to allow more efficient collision methods to be used.
-In persistent manifolds, contacts don't like to be created too close to each other. This is defined by the (configurable) CollisionDetectionSettings.ContactMinimumSeparationDistanceSquared. When a tiny object collides with the ground, it might need three or four contacts for a completely stable support. But the engine might decide that two contacts were a little too close, leaving it without an important contact for a frame. If the engine is too pushy or the object is too small relative to the threshold, quality can degrade quite a bit. Typically, a failure of this kind will result in an object rocking and rolling a bit more than it should. This should not cause falling through a mesh by itself; even if it came close, mesh-convex collisions have some extra bits to stop that (assuming the shape isn't inverted by its collision margin

).
-Another contact tuning factor is the CollisionDetectionSettings.ContactInvalidationLengthSquared. This removes contacts as the object slides around, invalidating old contacts. For small objects, the default value can be a bit high, causing contacts to stick around a bit longer than they should. This might make sliding off the edge of a cliff a bit awkward, or it might prevent a better contact from taking its place sooner. This is probably the least noticeable failure type.
However, that velocity they're being shot with would imply a significantly larger scale (unless forwardTranslated isn't a unit vector). But to get to that level of badness would require some very extreme size values- I've never actually tested any large values which produced that kind of result.
If this is actually a scale issue, the best option is usually to rescale the elements of the simulation. Retuning the various control pieces in the engine is technically an option for cases where the objects are too small, but it's usually more work to pick good values and get everything consistent again.
A couple of other other (less likely) possibilities:
-Extremely long time steps obscured by interpolated graphics. This would have required setting up internal time stepping, enabling the interpolated states buffer, and manually setting the time step settings TimeStepDuration to something like 1/10 (defaults to 1/60f).
-Extremely long, near-degenerate triangles crisscrossing the playfield. A convex object landing on the face of a triangle uses very robust planar collision detection, but when there's an edge collision, it has to fall back to GJK/MPR. While GJK and MPR are very robust under normal conditions, they are susceptible to extreme scales. If there were a bunch of 100000x0.1 triangles such that every collision had to fall back to edge testing and MPR/GJK couldn't return a precise contact, something like this
might happen.
If none of these possibilities look right, I'll probably need a runnable/debuggable reproduction case to look at. A custom demo in the BEPUphysicsDemos project or just some separate standalone project would be great.