The recent Pokemon games also had a bug where the various support objects placed on the map for cutscenes were made visible during battles.
Since they lacked a model, they'd default to the first model in the games object list, which was a PokeBall, but then also loaded up every single texture onto it, resulting in various maps getting random multicolored PokeBalls in the floor (usually at their 0,0 point).
The approach to me also makes sense if you think of these support objects as "directors" for the gameplay. They usually track a specific bit of state to then act on once it's met. It's a pretty clever technique for rapid development (you can usually do what support objects do without them but it'd take a lot more effort in the game engine to do it that way) that can sometimes backfire in entertaining ways.
Since they lacked a model, they'd default to the first model in the games object list, which was a PokeBall, but then also loaded up every single texture onto it, resulting in various maps getting random multicolored PokeBalls in the floor (usually at their 0,0 point).
The approach to me also makes sense if you think of these support objects as "directors" for the gameplay. They usually track a specific bit of state to then act on once it's met. It's a pretty clever technique for rapid development (you can usually do what support objects do without them but it'd take a lot more effort in the game engine to do it that way) that can sometimes backfire in entertaining ways.