Maybe you didn't understand my example. You have a certain amount of liquid that you have to put into several containers. If the fluid were correctly simulated with weight and fluid dynamics, you could actually spill something, thus rendering the riddle insolvable. Or you can experiment, filling liquid from one container into the other until the combination is right. On top of that, it would look realistic.
Trine 2 for example.
It uses a physics engine where water can bend plants under its weight and steam can be redirected.
While GPU accelerated physics can provide higher precision to real time physics simulations (in real time without killing frame rate or so one expects), the question lies in if it necessary such high precision or if an approximated result is enough. If you hit an object with a vector ->, you expect it to go follow the -> direction. If the vector as an angle (and depending of the absolute value of the vector) you might expect it go upwards and forward. An approximated physics engines will show that, an higher precision physics engine might it make go at slightly different heights and fall off at different distances, while taking account of wind or whatever. So, you can either use a high precision engine, or create several scripted animations when the collision of two objects occur. The higher precision one might give more variability but the other one will be a decent approximation.
The problem is, why don't games actually incorporate more physics in the first place?
If all the games were using every little bit of physics they could scrap it would be much easier to understand the need to require more performance, but when most games barely scratch the potential of what you can do now, the problem seems a bit odd.
I guess that is the reason that make some people believe GPU accelerated physics is required to have physics (or more realistic ones) in game.