Why is there no Collision2D.Impulse? (Calculating the force needed to break an object)

Basically speaking, I have a very simple question: Why is there no such thing as a Collision2D.Impulse in Unity2d?
I’m aware of this: Unity - Scripting API: Collision.impulse
However I can’t find the same for my 2D game.

My problem is, when I have a breakable object like a bottle in my game, and let’s say throw it against a wall, I need some kind of value to decide whether the bottle would break or not. Is there any value I could use? I mean, it’s also dependant on the object it hits.
If I’d throw that object on let’s say a lightweight empty can, it shouldn’t break.

I found a solution that seems to be fine. Summing the normal impulse of each of the collisions contact points seems to do the trick. I don’t know if this is exactly identical to collision impulse, but for my purposes it seems to work. I still think Unity should implement Collision2D.Impulse

Here’s my code:

private void OnCollisionEnter2D(Collision2D collision) {
		ContactPoint2D[] contacts = new ContactPoint2D[collision.contactCount];
		collision.GetContacts(contacts);
		float totalImpulse = 0;
		foreach (ContactPoint2D contact in contacts) {
			totalImpulse += contact.normalImpulse;
		}
		Debug.Log(totalImpulse);
	}