Any way to stop a static body slipping inside a joint?

Godot Version

v4.5.1.stable.official [f62fdbde1]

Question

I’m creating a physics-based beanbag.1 It’s basically a 5 by 5 grid of RigidBody3D spheres that have 6DOF joints holding them together. This makes for a fairly realistic beanbag, but it has one issue - if the beanbag hits an object with a thickness that is less than the space between joints - like hitting the edge of a plywood board model - the static body will sometimes slice through the rigid body system. This can cause unrealistic effects like half the bean bag going above the board while the other half dangles below it while the mesh of the bag clips through the board.

I was wondering if there’s anything I could add to my body setup that could prevent board edges from passing through the space between joints?

This is an example of how I’ve set up one of the joints between two of the spheres that make up my bag:

Ask your question here! Try to give as many details as possible