Unity ECS physics bodies are overlapping under mild pressure instead of colliding

I have a DOTS simulation with some sprite circles that have a Physics Body and Physics Shape on them as shown below:

They have a simple ISystem that moves them toward the green dot using PhysicsVelocity.CalculateVelocityToTarget to move a fixed speed (it also rotates the dots toward the green dot, if that’s relevant). For some reason, some of the dots are stacking on top of each other instead of colliding properly and pushing out, which can be seen in this video: Unity ECS Physics Question - YouTube

I cannot for the life of me figure out why they are sometimes stacking instead of colliding, and I have tried nearly every permutation of settings on the Physics Body/Physics Shape components. I’ve verified in the inspector and through debug log statements that the Z position is in fact locked, and they are all located at Z = 0f, so they aren’t stacking at different Z depths. The dots are not moving particularly fast, only 10 units/sec, which I think is reasonable to expect the physics engine to be able to handle in this scenario. If I lower the velocity, the stacking is less severe, but it still happens even at very low velocities (<1f).

If anyone knows what the issue might be here, I would very much appreciate it. Thank you!