Rigid body - collision shape mesh - pops and dances - see video example

Can’t figure out why the simulation is doing this. Here is a short video of my issue.
https://www.loom.com/share/ac311805c8404916aa4271d1d3c6506a

Computer specs:

Processor: AMD Ryzen 9 5950X 16-Core Processor 3.40 GHz
Installed RAM: 128 GB
GPU: Nvidia Geforce RTX 3090
System type: 64-bit operating system, x64-based processor
OS: Windows

For the first case, I’m thinking it could have something to do with the origin of the hollow box being outside the geometry. The object is simulating as if its weight was lopsided.

For the second case, it likely has to do with collision margin. You should make sure it’s active on both the shards and the ground. Even if you use a tiny number so the pieces don’t collide too soon, you will still get a more stable result than not using a margin.