Common problems:
- moving a dynamic Rigidbody directly with Transform every frame;
- missing Rigidbody when expecting physics events;
- using complex Mesh Colliders unnecessarily;
- badly sized colliders;
- applying gravity twice;
- Raycasts hitting unwanted layers;
- trigger configuration mistakes;
- fast objects using unsuitable collision detection.
Always review Collider, Rigidbody, Layers and the Collision Matrix together.