If you have hundreds or thousands of connection-handlers or scripts-attached-to-game-objects, then it can be useful to write code in those without dividing the code into basic blocks each time I/O might be performed or time might pass in the game.
I generally agree that manually migrating everything to "be async" in order to achieve this exposes at the very least a lack of belief that computers can be used to automate drudge work.
I generally agree that manually migrating everything to "be async" in order to achieve this exposes at the very least a lack of belief that computers can be used to automate drudge work.