Ah yes I planned to implement that feature as well at some point in the future, but I did not do it so far, because it was so complicated.
I think even modern games in most cases don't have such features, I have seen it in old games, where it would simply spawn the clip and let it fall to the ground.
However I think you can better solve this with an out of the box thinking. For example, your reload animation should be two animations. The first animation will be the "eject mag" animation, after that is done, the magazine from the weapon will be de-spawned and a separate magazine will be spawned at exact the same location and it will become physical and fall to the ground.
Now when the weapon is empty, you can make another animation that will reload a new magazine into the weapon.
Advantages of this is, more realism, less glitches and easier to do, at least in theory.
I played games where all the reload is in one animation and you only had your weapon reloaded for real if the animation had finished 100%, if you only finished 99% and then switched to do something else, you in fact had a 0% reloaded weapon and had to start all over again. Some games even have you let exploit it and for example reload your weapon in an instant by pressing the right actions quick enough, to reset or skip the animations.
So I would say, if you want to have it realistic, then do it all the way. So each step of the process should be a physically separate animation and function, to prevent glitches and exploits. But I have no idea how hard it is to do this all properly, I only know some of the most modern and expensive games in history even cannot get this right.
In case you manage to do it I would be happy if you share it, so I can implement it myself.