Simulate rotor blades braking off (centrifugal force)

I have a helicopter and when the rotor blades hit the wall, the should shatter. I divided them in separate pieces with a box collider and rigid body for each piece.

Right now, the just fall down when hitting the wall… But I would like it to look more realistic! I can of course add some forces, but if there is a better implementation alltogether I would like to learn about it!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RotorBladeCollision : MonoBehaviour
{
    Transform root;
    Rigidbody rb;
    private void Start()
    {
        root = GameObject.Find("SceneRoot").transform;
        rb = gameObject.AddComponent<Rigidbody>();
        GetComponent<BoxCollider>().isTrigger = true;
    }

    private void OnTriggerEnter(Collider collider)
    {
        Debug.Log($"OnTriggerEnter with {collider.gameObject.name}");
        //take the rotor piece "off" and make it fall
        transform.parent = root;
        rb.isKinematic = false;

        //remove this script as we don't need it any more
        Destroy(this);
    }
}

If you want physics reactions, then add forces. Each part you create with its own Rigidbody should at minimum get an initial velocity assigned at that moment. Calculating how to add torque around the hub (instead of around the imbalanced center of mass of remaining rotors) is complicated. If you break one rotor, then you should apply forces to all the remaining rotors. Thin objects hitting thin walls at high speed will have a risk of tunneling, though.