Well, sure, I too dream of an ideal world where developers anticipate every scenario and write 100% errorproof code. ;)
Realistically though, it's still highly possible, given that game projects tend to be quite large in scale, to have some scenarios uncovered, like when using yields extensively and irensponsibly. And I remember Juan talking multiple times about letting programmers to write "quick and dirty" code.
So the question is more about divergence in what the main engine dev says and how the engine actually work.