Godot 3.x used Bullet Physics (by default) and Godot 4.0 dropped that for a custom physics engine (which I don't understand why, but okay).
However, Godot Physics is not as fully featured as Bullet and seems to be somewhat unfinished.
If those objects are static bodies, you are better off using "Make multiple convex siblings". Concave physics objects were always a little slow anyway, so I've been doing that for a while.