Why can't I add a force to an object that doesn't have collision enabled?

I’m temporarily disabling the physics collision of objects that enter an area, but it causes all forces applied to those objects to spam warnings and treat each object’s mass as if it is 1. Modifying the object’s velocity still works, so the issue seems to be related to the mass specifically, but what is it about the lack of physics collision that messes with the mass?

I also noticed that toggling the physics collision resets the objects’ velocity, but I easily got around that by just reapplying the same velocity after toggling it. I still don’t understand why collision would affect velocity at all however.

Overall, I’m finding this behavior very strange and frustrating. I feel like I must be missing something. Is there a workaround I could use here? Any help is much appreciated.

My understanding is that applying forces (like addForce) only applies to objects which implement physics. All the resulting effects assumes physics is on. If you disable physics, adding forces won’t work. Instead, if you want to move or rotate or scale an object without physics, you just modify its transform directly (position, rotation, scale).

If it does disable phyisics, that would make sense, but I don’t get why disabling physics collision would disable physics entirely. The one thing that makes me think it doesn’t is that gravity still affects the objects.