Part of the issue with saying what you mean in numerical code is that approximately no-one outside a small cadre of experts bothers to do numerical analysis. And unless you're in HPC, very few of those experts are optimizing for the kind of constraints your program has. Gamedevs often care more about reproducibility and performance than characterizing accuracy or stability, for example [0].
This tool is neat because you can take whatever garbage code you're given and dynamically analyze it in-situ as a quick first step that might suffice instead of a much more difficult numerical analysis.
[0] https://jrouwe.github.io/JoltPhysics/#deterministic-simulati...