@demilich666, all true, and I bet pretty much like it would be if you were in that situation IRL. Early on, there was even more floating junk, that I had to scale back.
Yeah, welcome to the weird, wonderful world of the physics engine with water. When you first bump into and/or frob a "moveable" like the crates floating in the galley, it activates the physics engine on that object. And, depending on object location relative to the surface, object density, wave action, and player force, the object can get a pretty fierce initial force vector. If an object explodes out of the water, then relands in the water and is still moving, you should be able to frob it okay if you need to move it further.
(Outside the ship, most of the floating debris are "bobbers", not "moveables". BTW, I just posted a TDM wiki article about that difference:
Objects Floating in Water
It's mainly for the benefit of FM creators, of course.)
Underwater viewing is diminished by the murk, and cabin lighting - as befits the circumstances - is limited, but the only time I couldn't see things close at hand is when I forgot to turn on my lantern.
I haven't seen the 4x zoom experience (maybe a specific video driver issue?) but for sure the mess is a close and quite disorienting space. I find it helps to look for the two yellow light sources at opposite ends of the mess, to tell you which way is up. Even so, it's easy to think you're heading for one door and end up at the other.
Sounds like good progress.