So maybe this can manifest without multiplayer in other scenarios too, depending on how things are implemented.
Technically yes.
But the main point was to give an example where the crash can be reproduced consistently, so it can be debugged and fixed.
The proposed solution was obviously tailored towards multiplayer improvements, as it originated from the old feature request platform. So that can be technically ignored. It would have worked as a workaround to prevent this multiplayer edge case from happening in the first place, not fixing the actual crash.