I'll go one further and say all software has similar issues.
To give you a more concrete examples a game project I work on has many characters with skills. There is a lot of shared code across the skills, which is a good thing. A handful of skills are of the "charge" type. Press a button and lunge forward, each with it's own variation. Knockback targets, grapple targets, throw, throw backwards, apply buff to charger, apply debuff to victim, leave acid trail of damage, etc.
The whole setup has been built up over years and is tragically fragile today. Adding in a new charge variant requires being very careful you don't break any of the pre-existing skills. It may seem safe, and even appropriate, to make minor changes in the sequence of events but there's a good change it will break one skill in one particular case where multiple, infrequent combination of factors are in play.
To give you a more concrete examples a game project I work on has many characters with skills. There is a lot of shared code across the skills, which is a good thing. A handful of skills are of the "charge" type. Press a button and lunge forward, each with it's own variation. Knockback targets, grapple targets, throw, throw backwards, apply buff to charger, apply debuff to victim, leave acid trail of damage, etc.
The whole setup has been built up over years and is tragically fragile today. Adding in a new charge variant requires being very careful you don't break any of the pre-existing skills. It may seem safe, and even appropriate, to make minor changes in the sequence of events but there's a good change it will break one skill in one particular case where multiple, infrequent combination of factors are in play.