I disagree, taking on a fantasy world perspective can certainly lead to at least, if not more interesting gaming, and it does not have to lead to bizarro world.
So what ? It's not the players who are living there, it's their characters.
The problem is that for example something like gravity does not work like in our real world, as it includes spelljammer gravity which is notably different (and in 5e, thanks to Dungeon of he Mad Mage).
Furthermore, there are good reasons to doubt fundamental physics. There is an elemental plane of air which provides the air on the worlds. It is an elemental plane of (O2 21% / N2 70% / Ar 0.9% / etc.) ? No, it's a plane full of the stuff of air, and therefore the air that adventurers breathe is the air element, which is elemental. Same when you produce a fireball, it cannot be a physical combustion, it requires no comburant and does not suck out the air to produce CO2 (as an example). It's just stuff from the elemental plane of fire personified.
I really suggest reading Brandon Sanderson's "The Stormlight Archives", you will see a fantasy world with its own physics and metaphysics, very logical, but which functions on different principles, and it's as good a basis for a fantasy world as our own.
For the sake of simplicity, you are welcome to make the hypothesis above, but please realise that it's not that simple, and that it cannot be forced upon others since there is clear evidence to the contrary.
Also, most of the questions that you are asking probably have the same answer as the real world, but they are completely trivial and unlikely to lead to interesting gaming. However, considering a completely different perspective, in particular about elements, and plane, and metaphysics can make your game more magical and interesting.
I think you need to re-read my intro more carefully. I said "not in the lore".
Of course most D&D games have
thousands of fantastic elements. Dragons fly. Giants don't collapse under their own weight. Elemental planes. Slugmen. That's great.
.... but chickens lay eggs, wood floats and so does ice, humans grow older with time... and there are
millions of such examples. The ratio of "reality" to "fantasy" is
quite high... but it doesn't feel that way, because we don't tend to notice the ordinary, it's the extraordinary that sticks out.
Of course, ANY of the "normal" examples above could be changed in a particular D&D campaign. Perhaps in your game humans claw themselves out of the grown, slowly become healthier, start shrinking... and if you want that, that's fine! And as a GM, it is your job to tell the players things that their players would know but they don't. If, for example, ice is heavier than water in your game, almost everyone who grew up in a cold or temperate environment would know this. But the
players don't (that's why I made that "grow up in the world" comment), so you have to inform them
and remind them. We all know that the sun rises in the east, but if it rises in the north in your world, the PCs would have that same ingrained knowledge, but the players might forget.
To be able to interact with the world, the players need to understand it to some degree. And for a lot of things that are mundane, reality is a pretty useful guide - we know it works, and we know - mostly - how it works. If the players can't make basic assumptions about the world, then they become very uncertain and hesitant, like very small children who don't know anything. (yes, some small children who don't know anything are not hesitant at all, and they break stuff and hurt themselves. )
I invite the readers to ponder the saga of "how far can a torch be seen".