That's your opinion, others won't agree and would much rather not pay the price at all.
Those asserts probably saved a lot of development costs and increased the robustness of the software, which is worth a lot more than a few percent on a benchmark.
I personally am more conservative on those things. I'll pick the fastest thing that is reliable.
Are we talking about games or medical devices here? I expect different things from them. If a medical device needs to turn off bounds checking to get results I'm concerned enough to not want to let anyone use it. If a game can get a slight performance improvement I'm all for it, who cares if it crashes, it is just a game.
Who cares if it crashes? The users.
We can all agree it's not medical systems, but audio DSP and game dev both end up rewriting a lot of STL stuff to suit their needs, and often using a restricted subset of modern C++ features for similar reasons.
That isn't some arbitrary choice, but pretty much where everyone continually ends up when solving real-time problems using C++. Whether those be games or not.
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Screw this game! I lost all of my progress because it crashed and the last auto-save is 10 minutes old. Uninstalled. 0 stars. Getting a refund.