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Those warnings are *warnings*. Dreams is handling things so that it doesn't break the engine, or kill performance too much. The warning is just letting you know it's being handled.
In any other game engine, you can crash the engine or tank the performance. Doing these things is allowed, but isn't free. Dreams has to keep running and not crash no matter what, so it has these limits and handles things so that it's a lot more stable even if you do crazy stuff like requesting a ton of physics simulation for strokes.
With other engines you can just make an entire game on amazing hardware and it will be unrunnable on other hardware. Dreams has to run on PS4s, so it has limits to ensure that's possible. So you *have* to think about performance and optimisation, and make something others can actually play. You can't just pretend everyone has your same setup. Dreams makes sure (or does its best to make sure) you don't make something that is unplayable for other players. It makes sure that your game or whatever can be enjoyed by all players.
It doesn't stop physical paint entirely; 2048 strokes will still be simulated. But if you have such a lot on the screen at once you might find it hard to spot them. It's just a bad idea to do that. https://tapgiles.com/docs/limits.html#physical-paint
All fine wanting a feature like this. But you can do the things you said--lower fleck density, turn off physicality, power off paintings at distance--with very simple logic, if you want it to work that way. Just letting you know, so you can do those things right now instead of waiting for this feature to be built-in.