Yes, when I remove all calls to NewtonBodySetFreezeState() the simulation never slows down to slow motion. I also don't have this issue when I switch to some other engine. Practically I could live with removing all those calls. I thought they would make the simulation faster, by freezing bodies immediately when I know they have to stop, but it's hardly measureable. But it's odd anyways.
When I create a body which is dynamic but I know it's not moving initially, I immediately freeze it after creation, like agi_shi guessed. But I also freeze them when they are walkgin towards a given target position and got within 1m of it and their velocity is below some threshold. And I also unfreeze the body when nothing is touching it but the ai decides to start walking. I think this last unfreezing scenario is a bit problematic in combination with the practical solution to remove all calls to NewtonBodySetFreezeState because when a body is autofrozen, the ai would still have to unfreeze it? I'm not sure. Why it's working anyways is because I recreate the world from time to time or call NewtonInvalidateCache() which makes them active again I guess and so they start moving a little bit later.
The slowdown effect is exactly coupled to some bodies. When no such body is in the scene, everything is fast. As soon as a body gets in the scene which makes everything slows down, it stays slow until it gets removed from the scene or freezes. When it unfreezes the scene gets slow again. It doesn't just get faster again over time. And I have no idea what causes a body to be such a slow downer. I always create them similar. "All creatures are equal, but some are more equal than others!"

...
@Julio: I'm glad you like my game/stress test

I'm also happy that you care about my issues like that and put so much effort into this. Thx
