Character joints going out of bounds

I noticed the character joints (among other joints) doesn’t strictly enforce the limits.

E.g. if I apply an Explosion Force to a ragdoll, for one frame or so, the bones of the ragdoll are exploded out of their attachment points (distorting the mesh in a very ugly way, e.g. 1m long neck), before ramming the bone back into place with similarly strong force, causing a feedback effect through the ragdoll.

Also fixed joints are nowhere near fixed. While a constant force is applied to one of the objects, they are just roughly kept together. Am I doing something wrong?

Is there any hope this will be fixed, or at least a way to prevent this with a script?

I’m trying to do a 2D game and the hinge joint twists in all three dimensions. Short of constantly resetting the rotation position with a script, is there a good fix?