I had a look at your scene today, busy with work, anyways. Yeah, bullet can def have issues with this kind of simulations. Is not an issue of the geo coming down and colliding but the quick animation that you have on the collision can def cause issues, also the bullet implementation isn't great in Maya.
So for this, I think MPM is the way to go and it works quite alright as you can see. Since MPM is multi solver you can use it for more than this, for example, you could create a quick grain sim on the yogurt so your pieces can interact with the hard pieces, etc. MPM is not as fast as bullet but is way more accurate, and is getting improved with each release, so I would highly recommend using BF 2.5. This took 20 mins on my machine and you could go a little higher on the resolution of the sim if you want a more accurate collision of the pieces.
I did a two-step process first creating a grid and simulating that so the pieces fall and create a rest position. Then run another sim for the final pieces.
First
I ran the first sim so the pieces settle on the collision and move the cluster animation to frame 12 and muted the animation keys. I drop a file cache and I ran it for 55 frames (you can do more or fewer frames, is up to you). this took 5 - 8 min.


Then I created an initial state for the sim and I loaded the last frame save from the first sim, so it starts on the rest position that I want. Unmute the animation of the cluster, disconnected the source_mpm_shell, created another file_cache node to save for the final, and run the sim again with a drag influence to slow down the pieces each time step.

This is the whole network

Hopefully, this helps, Cheers.