They come up in SF RPGing. Eg when the PCs in my Traveller game were using their triple beam laser to melt through 4 km of ice to the alien installation buried beneath it, we - the game participants - Google up and quickly reviewed a scientific paper on the use of lasers to melt ice, in order to form a reasonable conjecture as to how long it would take.
When, in the same game, I was using my adaptation of a published module -
Shadows - I gave a description of some technical effect that is found in the adventure, and the electrical engineer at my table groaned, face-palmed, but then allowed me to go on.
Whereas in a fantasy RPG, I wouldn't expect the same sort of response, because the fiction doesn't purport to be grounded in scientific reality and expressive of scientific possibility.
I'm talking about the setting(s) that D&D presupposes and encourages - a setting which includes flying dragons, giant terrestrial arthropods, and other impossible creatures; elemental planes, positive and negative material / energy planes, planes of infinite extent which can nevertheless be traversed to their boundaries in finite time travelling at finite speed; magically-powered perpetual motion machines; etc
These features entail that the reality of D&D worlds is not the physical reality of our real world.
Furthermore, the setting(s) that D&D presupposes and encourages incorporate features - like gods of diseases and of earthquakes; evil spirits and hauntings; etc - that strongly imply non-scientific explanations for various phenomena that
actually (in the real world) have naturalistic explanations, but have been taken by many human beings to have supernatural explanations. D&D worlds appear to incorporate these sorts of supernatural explanations.
I summarise all this by saying physics is not a default for D&D worlds.