good thing you're bringing that up yourself
definitely agreed: wonkinesses.
also definitely agreed: climbing or anything added - more wonkinesses.
but if you ever just fire up ck and pay a couple closer looks to any spot of the game world, you'll come across an _immense_ number of separate objects it's put together from. we're talking tens of thousands even in interior cells, just for the visible parts, more n exteriors where larger areas need to be loaded at the same time (it's pretty much in skyrim already, and it gets entirely excessive in fo4, i got NO idea how in the world they even manage to RENDER the incredible amount of objects _everywhere_ at runtime)
and that's where we're getting to the real issue: there's nothing technically bad about the collision. it could easily be set to be 1:1 precise with the object's actual 3d - just that the sheer amount of stuff to check collision for at any time would exceed any existing machine's performance multiple times.
for that reason, most objects don't have collision to their actual 3d, but to invisible rough geometric shapes in them that represent their actual 3d. like, say you had a dresser, with legs and bends and all, the collision object would just be a straight box, for a basic example. less polygons, less collision calculations to do.
it's totally not that the engine wasn't capable of precise collision anyway.
it's that the machines it runs on are not.
no objections to this.
there's no valid excuse for the absence of climbable ropes or ladders.
(they're just fixed objects after all, an entry point, a straight animation, an exit point, nothing different from what happens when you enter a furniture etc, except that you'd have to make it exitable at any point maybe so folks won't get, like, shot while stuck in climbing animation