are you using the delta for world steps? (first variable of the cannonjs plugin constructor)
I can’t seem to be able to reproduce this in the browser (and if i read correctly it only happens in an electron app). A simple solution would be to reset all velocities when the window resizes. It depends on the usecase of course. It could be catastrophical mid-game (well, depends on the game :-)), but in a scene like the one you show it will work correctly.
Another suggestions I have is to debounce (or better yet - throttle) the resize calls. window resize is triggered on each frame, and this could hurt performance (which in turn can cause these issues). Maybe if you run the resize code once every 200ms (or even 500ms) it will work better