Physics.ComputePenetration Doesn't work properly with mesh collider?

I have been making a character controller for quite sometime, one of the most frustrating part has been that many time Physics.ComputePenetration just doesn’t return true in case of mesh colliders, and also the fact that it gives false positives in many cases when I use CapsuleCasts to Ground the character, you can see this in the Picture below, the list of bools correspond to the collider in the above Collider List :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;

public class TM_OverlapTest : MonoBehaviour
{
    public CapsuleCollider m_Col;

    public Collider[] Overlaps;
    public List<bool> Overlaped;
    public LayerMask m_Mask;
    [Range(0.5f,1)]
    public float multiplier;
    [Button()]
    void Check()
    {
        Overlaps = Physics.OverlapCapsule(m_Col.e_GetCapsuleInfo().BottomCenter , m_Col.e_GetCapsuleInfo().HeadCenter , m_Col.radius * multiplier , m_Mask );
        Vector3 dep;
        float d;
        Overlaped = new List<bool>();
        for(int i = 0; i < Overlaps.Length; i++)
        {
            Overlaped.Add(Physics.ComputePenetration(m_Col , transform.position , transform.rotation , Overlaps[i] , Overlaps[i].transform.position , Overlaps[i].transform.rotation , out dep,out d));

        }

    }

    // Start is called before the first frame update
    void Start()
    {
      
    }


    // Update is called once per frame
    void Update()
    {
      
    }
}


Any Suggestion on how to fix this??

Btw in unity 2020.1 (a12) terrain collider is a mesh collider, not the heightmap based one with depth and all

You can see the Collider Debug view too

Still waiting for an answer