Uhh, maybe, lol. In general, it should be. But Blender caches physics, and doesn’t always recognize changes that can invalidate the cache, which can explain what you’re talking about.
When dealing with physics and making changes, it’s usually a good idea to reset the physics cache after every tweak, which you can do by starting and cancelling a translation (grab) on your physics object. (And make sure you don’t have any cache bakes.)
People starting out with physics often make the mistake of focusing on the settings of the physics to the exclusion of the mesh used for the physics. Your settings are only part of the picture.
Think of your softbody mesh as being one of those childhood craft projects where each edge is a straw with a string running through it. Changes to the topology affect the behavior. Changes the vert count affect the behavior.
But you’ll be like, “But I can’t change the mesh, I have it how I want it to render.” So, that’s another reason to create a different mesh for your physics and use a mesh deform to transfer it to your rendering mesh.