RigidBody2D's BodyEntered event is not fired when bounciness is set to 1?

Godot Version

v4.2.2.stable.mono.official [15073afe3]

Question

I’ll get straight to the point. I have a 2D game with a “topdown” view, so no gravity. I have a ball object, and a “block” object.
The ball object is a RigidBody2D, and the Block is a StaticBody2D.
Here’s the code for the block:

using Godot;

namespace TibsBreakClone.Scripts.Blocks;

public partial class Block : StaticBody2D
{
	public void Destroy()
	{
		QueueFree();
	}
}

And here’s the code for the Ball:

using Godot;
using TibsBreakClone.Scripts.Blocks;
using TibsBreakClone.Scripts.Helpers;

namespace TibsBreakClone.Scripts.Balls;

public partial class Ball : RigidBody2D
{
	[Export] private int _terminalVelocity = 500;
	[Export] private int _minimumVelocity = 400;
	
	public override void _Ready()
	{
		base._Ready();
		Freeze = true;
		BodyEntered += OnBodyEntered;
	}

	public override void _ExitTree()
	{
		BodyEntered -= OnBodyEntered;
		base._ExitTree();
	}

	private void OnBodyEntered(Node body)
	{
		GD.Print(body);
		
		if (body is not Block block) return;
		block.Destroy();
	}

	public override void _IntegrateForces(PhysicsDirectBodyState2D state)
	{
		base._IntegrateForces(state);
		
		float currentSpeed = LinearVelocity.Length();
		
		if (currentSpeed > _terminalVelocity)
		{
			LinearVelocity = LinearVelocity.Normalized() * _terminalVelocity;
		}
		else if (currentSpeed < _minimumVelocity)
		{
			LinearVelocity = LinearVelocity.Normalized() * _minimumVelocity;
		}
	}

	public void Launch()
	{
		Freeze = false;
		ApplyImpulse(new Vector2(MathHelpers.Rng.Next(10, 100),
			MathHelpers.Rng.Next(400, 500)));
	}
}

My problem is that the BodyEntered event is not being fired AT ALL when the Ball bounces off a Block. Is this normal behavior when the bounciness is set to 1? If so, how can I get around it without adding too much extra complexity?
And just a PS: Yes, my collision masks and layers are set up correctly, the ball bounces back, so they do know about each other and collide properly.

I’m sorry for the bump but are there any solutions to this?