I'd argue for not stressing too much about practices when you are a beginner. Learning to code is hard enough already. At first, it's just important to start creating.
Software practices are important. But just get code working at all is, as a beginner, more important.
I don't really agree with that. If you teach people bad habits from the beginning they're going to be hard to unlearn. It's not difficult to say, don't put everything in the physics loop, use timers, instancing, and only have things active when you need them to be active.
Sure, but it is also important to give people wins as quickly as possible. Introducing stuff like timers too quickly will just increase the amount of not understood copy and paste code for beginners.
Not doing that from the start also makes for a great teaching moment, when a project hits a point where this actually becomes a real problem. A quick and easy fix, that will see the function of timers and the such burned into the brain.
On the other hand, you have to give people wins as quickly as possible. I have seen too many people lose all enthusiasm for projects because they got bogged down in software planning, myself included.
Learning gamedev should ideally be a combination of quick and dirty projects, like you learn from brackeys AND a comprehensive coding course Imho