This is because physics engines work with rigid full bodies and not only shells. which means - you can’t really put a sphere in a sphere. you can put a sphere in a mesh that is an empty shell.
Putting a sphere in a sphere is just like placing your character in a wall - the physics engine will calculate that as collision and will “throw” the object out, until the collision was resolved. Which usually results in the funniest physics interaction
basically create another sphere within the first one, then merge both as one mesh and use BABYLON.PhysicsImpostor.MeshImpostor instead of BABYLON.PhysicsImpostor.SphereImpostor