I am not aware of any blockworld collidable implementations; that doesn't mean that they don't exist, but I haven't heard about them
Creating the a collidable which uses block data wouldn't be very difficult by itself. It would be primarily annoying- wading through the API to set up all the collision pairs for different types of objects would be a pain, though not conceptually challenging. That process is primarily what my second post in your first link tries to address. Most of the 'hard stuff' is taken care of within helpers or other reusable code.
However, there is a step beyond just contact generation. If the terrain is considered a bunch of separate blocks, trying to slide an object across the surface will hit 'bumps' at edges sometimes. If this behavior is acceptable, then you're done. Otherwise, some 'boundary smoothing' is needed.
Triangle meshes handle this using connectivity information from the indices list to smooth out internal edges. The logic required to achieve smooth, artifact-free behavior is actually more difficult than the mesh handling logic itself (not including the triangle-convex tests, which is a separate mess).
Blockworld terrains will tend to be a little easier in this respect than arbitrary meshes. Connectivity information is implicit in adjacency, and the axis aligned grid gives you a lot of guarantees. Still, implementing smoothing properly without negative side effects could still end up more complicated than the base collidable implementation.
[I should also mention that, while this collidable is not something I'd make under normal circumstances, its development might end up being externally sponsored; keep an eye on the development fork for the next couple of months. No guarantees, though

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