Hi Imran,
The folding of a can or a crashed car is certainly not doable with the pristine set up of a simple Dynamic. What leads to the folds is an imperfect direction of the pressure; Furthermore, imperfections of the material thickness and stability. For a car, the folds and edges will add to that complexity. Even plastic bottles have a lot of structural support based on being not just flat like a can. To simulate this, one could set up some Weight maps (with folding and random patterns) and drag those into the SoftBody fields.
The force, as well as the inner variance of the structural stability, will lead to folds. If it would be simple, why do car produces crushes hundreds of vehicles against a concrete wall?
In our case, we are more interested in art direction, than to explore how the physics work. Whereby many people use the term physical correct for many areas. I do not, as a simulation, is most of the time a simplification.
Take art direction and simplification into an animations system, you avoid dynamics in such cases and create a rig instead.
In the file below
https://www.amazon.com/clouddrive/share/gq7OyizmE09nnGEKqTzhpPdLjP1xTFUPJFFdLNA6z4p
I have set up such a rig for you. The main idea was to create a Mesh-deformer rig. Which is driven by a simplified Cube as a cage. I have cut this cube with a Voronoi Fracture (Hull only) and merged it to one object (Current State to Object, Connect+Delete, Optimize. One could just use a cube and a kife.
This cute was then copied three times. Then scaled it (axis was on the floor for each!), used the Mesh>Move> Set Point Values to crumble it, as well as a Twist deformer. Each of these three was then dragged into a PoseMoprh as a relative source.
In this way, the amount of scale, crumble, and twist was easily adjustable.
I made a copy of this and applied one of those to each of the zeros in your example.
Then animated the weight block (Cube) to crush them. Falls, bounce, presses slowly, and then the zeros surrender quickly. Four states.
With this main element driving the animation, and the roughly four states, I animated the PoseMorph accordingly.
This is quick, easy to animate, and even easier to art-direct.
Changes can be made, as well.
My best wishes for your project