The bottles also seen works fine and are made the same why.
I use jolt as a physics engine as well since I’ve seen that the default ain’t the best
Anybody experienced anything similar? or any tips on what might be the reason for it
Are you using Godot’s built-in collision shapes or creating your own collision mesh into the 3D model? If the latter, recalculate its normals, maybe it can fix it (I had problems before with flipped normals in collision meshes causing similar issues).
I would recommend you to use a simpler shape (such as a BoxShape3D) to avoid issues with auto-generated complex meshes, or creating your own in the 3D model itself to have more control.
Here some tips about import hints (so you set an object to be -colonly and -rigid):