Besides, the degree to which things are realistic or accurate is just an agreement between the people at the table. Some groups will happily stop play to do some googling to find the air speed of an unladen swallow, while others are perfectly content to let the GM throw out a (probably wrong) number and move on. The point is that the system is taking into account the "physics" of the fictional world, not the needs of the genre or the structure of a narrative.This is why I like to play TTRPGs with people who have relevant real-life experience. That's not available for overt magic or super-powers, but I was just discussing damning a river to create a flood with a DM who's a civil engineer. The occult WWII campaign has two people who been in armies (one British, one Swedish), and several people who've dug into real-world occultism a fair way. We have a retired partner in a Big Four accountancy firm doing the administration for the Kingmaker campaign.
Modelling the world is a lot harder than dealing only with a story, but I find it far more satisfying.