In the musical mograph thread I found that in your scenes was that you are using very high substep settings. This is what caused the gravity to stop working in at some point. That's not really a bug but a limitation of using 32 bit precision. The system uses 32 bits (Bullet is 64) for better performance. What happens is that the value changes per substep are becoming so small that 32 bits can't represent them anymore. This is also explained in the manual btw.
Reduce the substeps and it will work as expected. For a simple scene like that (at least when it comes to the simulation aspect of it) you won't need them anyway.
In the other thread I didn't spot any issues other than several pages of discussing weight vs. mass/density. In the musical mograph scene you are using a gravity of 3000. What would you expect to happen to your weight in this scenario? You may have an intuition for how heavy a ball of 20 cm radius of a certain material is. But do you also have an intuition for how heavy that would be if the mass of the earth was about 3x larger than what it is? If I missed any bugs in that thread, feel free to point them out.
An as a general remark: There is software that simulates physics with a precision that can tell you whether your real world bridge will collapse or not. But it will be busy for many hours until you get the result. Any simulation is an approximation and has to decide whether it wants to favour precision or interactivity. The new simulation system in C4D does the latter. The idea is to mimic physical behaviour with high enough frame rates, that you can quickly do iterations to tweak the sim until you are happy with the result.