Lets say you are making an RPG where you can equip items. You write a lot of pure functions and behavior for stat adjustments etc. Then the designer comes to you and say that items are no longer constants, every item needs a durability which goes down on use. In Java this would be a few line change, just add a new field in items and add a line to subtract it in relevant places. In Haskell you would need to bubble up the new item change to the global state and properly set it in each part of the code where you use items. If you aren't careful you can easily miss to properly bubble it up somewhere and the item doesn't get updated, or you might have the same item referenced in several places and now you'd have to refactor it to have a global item pool to since tracking down all places that should be updated is not feasible.