Ok, this might be a bit pre-emptive since I have not seen this problem yet in Unity, however, have not tried on a physical device up to now.
It is an Android game which can end up with up to around 300 spheres lying on the floor. In Urhosharp I had to programmatically alter the stationary spheres to kinematic, or else could get dramatic slowdowns on older devices. Then needed to implement some way to put the spheres back in physics if they were about to be hit by another sphere so they would move naturally after the collision. Now I’ve switched to Unity I’m a bit worried will get the same slowdowns, necessitating the same sort of horrendous workaround.
Just wondered what others do with lots of non-kinematic objects in the scene?