xyz a static body and a rigid body are very different, and I wouldn't put them in the same group.
a rigid body ALWAYS looks like this:
rigid_body
|-> collider
|-> Sprite2D/meshinstance3D
but a static can look like this:
StaticBody
|-> collider
|-> collider
|-> collider
|-> collider
|-> collider
|-> collider
Node3D
|-> meshinstance3D
|-> meshinstance3D
|-> meshinstance3D
this is because static should never move, so it can be handled separate from the visual part and optimized.
using a static like a rigid body is a waste of nodes and can lead to problems.
rigid body will also reset it's size if scaled, while a static body will work, but could lead to problems in the future.
xyz I never said that kinematic and rigid bodies cannot interact. That was not the topic at all here.
it is the use that's important here, characterbody can be moved by code, any node can be moved by code, but rigid body cannot, it will cause problems, so you have to call integrate forces and a lot of other stuff.