Three.js and cannon-es on JSFiddle? cannon-es applyforce causes no acceleration

I wanted to demonstrate a problem with cannon-es appearing not to accelerate a body to which a force is applied, but I can’t get get anything running because I don’t get the Library/Resources/import:

Edit fiddle - JSFiddle - Code Playground (based on cannon-es/threejs.html at 8b147715d5f7ec69da2211611daa236d80e88933 · pmndrs/cannon-es · GitHub)

No errors. Locally I get the box wireframe that slowly moves to the right, but does not seem to accelerate.

By trial and error (three.js as resource, cannon-es as import from cdn), this runs and shows the issue:

try applyImpulse or velocity.set

  //body.applyForce(new CANNON.Vec3(1, 0, 0));
  body.applyImpulse(new CANNON.Vec3(1, 0, 0));
  //body.velocity.set(1,0,0);

But why? I’d like to apply a force.
Are there any other default parameters that would cause friction or dampening by default?

Just use more force,

body.applyForce(new CANNON.Vec3(100, 0, 0));

or re-apply force in the animation loop

Please explain why.
A body should accelerate when a force is applied.
It looks like the force needs to be applied for each step, i.e. in the loop (that does not make the force stronger).
I assumed the method would set the objects force vector, but each simulation step resets it:

  body.applyForce(new CANNON.Vec3(1, 0, 0));
}
function animate() {
	console.log(body.force);
  // Step the physics world
  world.fixedStep()
  console.log(body.force);

gives

{
  x: 1,
  y: 0,
  z: 0
}
{
  x: 0,
  y: 0,
  z: 0
}

Working: Edit fiddle - JSFiddle - Code Playground