Earlier quoted context omitted.
Order of execution bugs rarely come up in game programming to be honest.
If that's true, why is it an issue John Carmack discusses as affecting difficulty of writing games that work correctly in modern environments? > When you start thinking about running, say, all the characters in a game world in parallel, it starts sinking in that the object-oriented approach of updating objects has some deep difficulties in parallel environments. Maybe if all of the object just referenced a read only…
There was a talk by Carmack where he brings up another challenge with parallelizing characters where two characters want to move to the same location.