"Amnesia's" trick to grab mechanics?

I tried both springs and just angular limits, but both fail to provide behavior I’m looking for.

I suspect that “softness” is an attribute that has not been developed properly in Godot Physics engine.
Here you can see all of them :

Here you have a clip of how this seems to work in Godot :

When I use angular limits I use it with Softness enabled.
When I use springs I make sure they are a little bit overdumped. So for example I use values like : 50 for stiffness and 15 for dumping.

As far as I understand softness of 0 should result in “perfectly stiff” behavior.
Softness of 1 should result in something akin to Amnesia’s behavior during grab.
Springs in 6DOF joint seem not to work at all. I guess it should work within the angular limits?

I’ve written little script also. It technically should implement simple spring behavior but it seems to work poorly as of now. (I’m mentioning this because it’s in a clip.)

additionally : I switched to Jolt physics to test if it will be better, however it seems to glitch through collision shapes when forced by grab.
My grab code simply applies force to the origin point of the grabbed object towards the point in front of the player.
Do you know why it might do that? The big box I collide the grabbed object into is a simple StaticBody3D.

I know it’s a lot so I’ll be glad if you did as much as to point something out if you know what is going on.
Is there a code I can freely look into that has desired grab behavior done for example?
Have you used softness in Godot? Does it work or am I using it wrong?
I’m wondering If I’ll end up writing everything in code myself. I would just prefer not to.