As I said there could be a lot of things going on depending on how the system is made and setup. What I can say on top of that that it can be achieved the expected end results you want.
I just tried in engine that my knowledge about it is still valid even though I don’t use default physics for projectiles.
Here is the setup, I just made an actor, added field system component and just added torque and metadata to it.
Here is how it works with rigid object type selected from meta data

Here is destructable type selected from meta data

notice rigid bodies not effected.
There is a lot of logic inside default engine fields actors, like shape intensity etc, however I highly recommend creating your own fields depending on what type of destructions you are making.
Let me know if this was helpfull, if not maybe somebody else has another idea.
