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There is no physics applied to the actual weapon models. The weapon's physics forces are only applied when the weapon is used. For Bullets and Melee impacts. But I know why you raise this question as I have over a decade ago for the same reason.
Melee weapons in FPSC/GGC/GGMax are basically guns without flak visual effects. Swinging a sword to the right will not knock a basket to the right. In many games this works, but that's because of the way their engines handle the physics force directions based off the animations. It would be a neat feature to have this controlled in some sort of weapon editor.
Though about your question about physical first person 3D player weapons with collisions. This might be possible. Though I personally haven't used Max enough to know if that is supported, where you can float an object, attached to the player camera and have it maintain physics without gravity without jitter while in motion.
Another thing I'm unsure of in regards to entities, is if animations affect physics in any way or if their collision shape just stays still despite the animation showing movement. If that is the case, you'd have to entirely animate your melee weapon in Lua with motion and articulation for the swings.
The current weapon system is still based off the 17 year old FPSC way of handling melee attacks which is outdated by modern standards (technically outdated more than 15 years ago).
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