As an experienced Unity developer, its clear that they have literally never developed anything in Unity, ever, and probably just skimmed the documentation.
But they could stop that internal call and directly use Time.fixeddeltatime instead. Any person that knows how to use Unity knows to not mix the two. Which is my point.
Gearbox likely has experience with Unreal only, and have no idea what they're doin gwith Unity. Or at least, the team they put on RoR2.
I've never used unity either, sounds like they used a property that means "variable time between frames" in a context that is expecting a constant.
Almost sounds like they were setting up a "thing happens faster if your CPU is faster" type of logical bug that the engine is at least preventing internally.
Oh god. This brings me back to QBASIC days and how I upgraded my computer and it broke all my programs because I was an idiot and controlled time delays using for-loops, lol.