Unnecessary Collisions created at collider edges (results in bodies "jumping")

The issue you described is expected issue of having speculative contacts for fast bodies. More about the issue you can find in this talk from the referenced time:

So if ground has to be mesh there are 2 approaches that I see:

  • Try to implement customer contact modified like ModifyNormalsJob in UnityPhysicsSamples\Assets\Demos\5. Modify\Scripts\ModifyNarrowphaseContactsBehaviour.cs
  • Switch to Havok physics