There are other reasons for separating logic into functions besides just keeping it DRY. It's an opportunity to encapsulate concerns and then, in some other place, compose the story poetically and clearly.
This rationalization doesn’t make sense to me, especially for game engines which I assume are not limited to a release or 2 but are used to power multiple titles. If the software artifact is going to live for a long time, it’s probably worth the effort to make it easier to understand and test.
Could this pattern result in code so slow the game won't work in development w/o high optimization flags, thus increasing compile time?
There may be other criteria, eg is the function likely to be called.