I don't think there's a single game engine used here (F95) that does more than just clipping. What you are asking for is a game that has implemented realistic collision detection between genitals (and then realistic physics application of that collision). While there are some engines like unreal that definitely have collision detection, its usually just used to switch to a different animation, mesh, or play some sound, rather than try to apply that physics. The rare cases where physics is applied after collision detection are fighting games, say someone gets hit by an arrow, bullet, sword, ect. There's a single point of collision, a single action taken. Even then this takes the place of applying that force to a single point on the other character's body, resulting in what usually is called 'rag doll' animation, and usually only after the character has died. If the character is still alive, no physics call is made, and instead a static 'damage taken' animation is played instead.Ah, so just model clipping then? That's disappointing.
Water physics in high end AAA games are one of the extremely rare cases where collision and physics are correctly rendered like this - most of the rest of the time its faked.