VehicleWheel3D slip: wheel_friction_slip seems not to combine with the surface friction

Godot Version

Godot v4.2.1.stable - Ubuntu 22.04.4 LTS 22.04 - Tty - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia) - Intel(R) Core™ i7-4790K CPU @ 4.00GHz (2 Threads)

Question

My aim is to have a different wheel slip depending on the type of surface on which the wheels are in contact. In the documentation of wheel_friction_slip it is reported that

This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with…

but when I use StaticBody3D as a surface and setting physics_material_override with different friction values and using the rough flag or not, there is no apparent change in the slip behavior, which seems to only depend on the value of wheel_friction_slip and completely ignore surface friction.

To verify this behavior you can take the truck town project from the godot demo projects and make changes to the physical characteristics of the main scene town_scene.tscn (for example by setting different friction/rough values of the ground* sub-scenes) and/or to the wheels of the various vehicles (for example by setting lower wheel_friction_slip values for the rear wheels): as you will notice, the slipping/skidding is identical on the various surfaces.