That not only slows down and locks up both Unity and your entire computer and spins up the cooling fan like a 747 taking off while it's compiling for so long, but it also wastes orders of magnitude more time than what everyone is used to from interactively reloading and debugging JavaScript code, and it totally destroys the flow of getting into the "groove" and iterating extremely quickly and interactively like you can do with web development.
The whole point of UnityJS is to enable you to instantly reload your app and see your changes without recompiling, and use the modern high-quality off-the-shelf JavaScript debuggers built into every web browser to debug your WebGL apps live in a web browser, and your iOS and Android apps live while actually running on the device. And also to benefit from the gargantuan ecosystem of standard JavaScript libraries and the communities and companies that support them, instead of rolling your own half-assed bastard stepchild C# imitation libraries that require constant maintenance and quickly go out of date because nobody else uses them.
There are many application domains, especially AR and VR and accelerometers and cameras, that are impossible to simulate in the Unity editor, and developing them requires quick turn-around and interactive debugging. That's where UnityJS really shines!
Here's a demo of an earlier version of UnityJS integrated with ARKit on iOS for Pantomime:
WovenAR Tools with ARKit and Pantomime