True. But the motion interpolation algorithms used by networked video games become significantly more complex when you have to account for six dimensions instead the three most "2D" games have to account for. Plus the data throughput needs to be a lot higher which means better socket management and pre-socket data compression/simplification.
@Living Space Studios if I remember correctly, Unreal and Source never rotate its network-synchronized colliders
Presumably they rely on the Transform values. Tying physics directly to networking is very unreliable.