I thought the Infinity value was just rotational. That's what's being done with the Jump template…
— https://photics.com/free-template-tuesday-34-tumult-hype-jump/
Also, in the template example here, “Ball B” has Inertia set to infinity. You can grab it and throw it along the floor. It doesn't spin, but it can still slide.
What?! 
How long has that been a thing, or is it only for the Physics values set in the Hype app? I normally don't change those. I tried it out though…
hypeDocument.setElementProperty(b, 'physics-bounce', 1.0157095);
I wasn't able to even out the acceleration. 
…got some unexpected results playing around with the other settings. Even though the density was way higher on the red ball, the blue one wouldn't move…
hypeDocument.setElementProperty(b, 'physics-density', 0.1);
hypeDocument.setElementProperty(b, 'physics-friction', 0);
hypeDocument.setElementProperty(b, 'physics-air-drag', 0);
I think one of the ways to handle this problem is to calculate the new direction at the moment of collision. (It's not infinite bouncing I'm trying to achieve, it's more like Pong bouncing.) And so, if I'm going to do that manually, probably don't even need a Physics engine.
Did you look into Phaser Box 2D? 
While both don't seem so active on GitHub lately, Phaser Box 2D was updated more recently.
Just now, I briefly looked at the code. I couldn't find the toPrecision() method used, but I did see the word “precision” used A LOT! The script has a lot of comments. I'm seeing some interesting parts for experimentation. Not today though, I got tired. 