Is the issue maybe coming from something else?
If the GPU is loaded for this time physics will keep ticking while it’s trying to render.
The framerate seems stable otherwise
You’re calling it “physics ticks” but you mean FixedUpdate. Physics doesn’t control this, Physics is called by the FixedUpdate as are other systems including rhe scripts as you can see in your profiler image. It’ll be called more often if something is spending too much time per-frame i.e. it’s trying to catch-up with game time.
It’s entirely possible to end up with FixedUpdate and therefore physics, scripts etc being called 97 times but that doesn’t mean physics is causing it.
The only realistic way to find this is to use the profiler in the hope of finding it and/or disabling scripts from running in the hope to narrow down the root cause.
I will say that 97 fixed-update calls is very suspicious if your fixed-update time is 60-70Hz, That means something causes over a second delay which is clearly a lot!
It would seem that this should be relative easy to spot this in a profile recording but I appreciate more complex projects are not always easy but that really is where disabling things can help.
I will try to look for the problem by disabling objects
But the main problem is that it can’t be reproduced.
With the same launch of the game, this bug is either repeated or not.
And most importantly, judging by the profiler, neither in the frame BEFORE, nor in the frame AFTER, nor in the current frame, there are no long-term operations.