Is there a chance that the signal body_entered is missing a certain collision?

Godot Version

4.4.1

Question

This is not a question regarding how to correctly use the “body_entered” signal, I would enable contact_monitor, set max_contact_reported big enough, and check collision layers and masks, and connect the signal “body_entered” to a method for this signal to work.
I’m working with a physics game that has a lot blocks of RigidBody2D, and when they collide into each other they might do something:
Then I find there might be some collisions not triggering the “body_entered” signal: It happens when two colliders are colliding in really slow relative velocity, or there might be some other conditions that I don’t know. To further specify the phenomenon, it’s a decent colliding, not they are always contacting and pushing each other along the direction, they collide for a few frames and go separate ways, just with very few frames and very small velocity.
I find this for I enable contact monitor properly for both the colliders and tried to work with “body_entered” signal, but in some collisions, only one of the two will report the collision, and even sometimes none of them will report at all (but I did see they run into each other and bounce away)

Am I wrong about how to use “body_entered” signal, or I’m having a delusion :C, or there do is a chance body_entered not reporting a collision?