Unity is primarily made for 3D games and it uses PhysX engine as a default, whereas Angry Birds games have been made with house engine utilizing Box2D. (Unity is currently trying to cater more for 2D games, also implementing the Box2D. However, B2D is in many ways more limited that PhysX. Also most of the Angry Birds random destruction is caused by Box2D, some of the levels are pushing the boundaries of what it can handle).
Soon into development we found that PhysX is far from perfect, but the options were limited. As the game was made with a core team of 6, we didn’t discover most of the “unphysical” things until when they were posted on Pigineering and other sites. The team reacted to some of them (like providing a legitimate option to the boxing glove causing blocks to detach, which probably wasn’t PhysX related anyway), but mostly they just left them be.
Partly this is because compensating for PhysX’s imperfections would be a huge undertaking, partly because just of the fun factor! The team is just as entertained with the new finds as the rest of the Pigineering audience :)