Perfect pixel collision is extremely heavy, and no real game uses it primarily.
I advise you to create an arcade body big enough to get the whole sprite.
After the collision occurs, you can apply a mixture of zones and pixel verification to make sure the collision is the way you would like.
Another way to do it, compromising performance a little more, is to create a container with your main sprite and several zones.
https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Particles.Zones.html
It depends a lot on the type of game or need. Even in 3d games multiple colliders are used
https://forum.unity.com/threads/creating-gameobjects-with-multiple-colliders-image-heavy.123811/