All of which is fine, but are you going to be the one who sits down and writes this all up in detail* such that players can have a reasonable expectation of how everything works in the setting? Further, are you then going to expect-insist your players to not just read these books but to internalize and normalize them to the same extent they have for real-world physics? Yeah, didn't think so.
The thing is that it's not needed, never been needed. The world and its system are consistent enough that players have never needed detailed explanations about the composition of air to know how things work in the setting and run epic adventures. Do they need that in your world ? Do you implement the silliness of OotS with Molybdenum elementals, or do you stick with the standard elementals of the game, air, fire, earth and water ?
Yet without that, or using real-world physics as a stand-in, the players have no clue how physics in the setting differ from real-world physics for even the simplest of things;
The thing is that the differences are not that intense in terms of "simple things". And gravity is not even logical in D&D, it's not physical in any sense of the term. A commoner always dies falling from 30 feet up and a hero never dies, is not even seriously injured. Nothing physical here, it's just story oriented.
which if nothing else would act as a pretty large barrier to immersion as it becomes difficult if not impossible to form a coherent picture in one's mind of the PC and its surroundings.
Again, never been a problem, because it's generally simply consistent, at the story level, like in most stories of the genre. L

ok at Brandon Sanderson, a bridge is destroyed by sabotage, lots of people fall down, who survives ? The two heroes, Kaladin and Shallan...
And this is from an author that has extremely detailed systems, just not standard physics one.
* - I mean, you could write entire chapters on detailing how and why in-setting gravity allows falls that don't do much damage but doesn't allow a commoner to do moon-jumps and in which things still weigh what they do...or you could just fix falling damage to better reflect reality and have done with it.
Or you could, you know, just don't worry about it because falling damage works fine as it is, has been working fine for almost 50 years, and no-one at our tables is worried by it.
Of course, if your players abuse it by jumping down chasms for fun, you might want to change the system. It happened to us in the AD&D past, but once or twice only, due to annoying players, and it was enough to explain to the annoying players that it was silly to abuse the system than to change a perfectly good system, that works well for the type of stories that we are telling.