Similarly, most non-AAA game engines ignore the sRGB tone curve and treat all inputs and outputs as if they were linear, which results in unexpected brightness shifts in textures.
Up until very recently, Blender used linear light internally, but output that as sRGB without converting it to the appropriate gamma curve. There's guide after guide online on how to fix Blender by using "filmic" mode, which should be renamed to "not broken" mode.
Same thing as the colour picker in image editors like mspaint or Photoshop. They all have the same rainbow picker that has very visible discontinuities in the colour gradients, like a rippled curtain. It should be smooth, and it is, if using a perception-based colour model instead of linear light output straight to an sRGB monitor without any kind of colour correction.
This kind of thing has been going on for decades, and will continue for decades more. Programming is still a growth industry, so the average developer is inexperienced and doesn't know about these subtleties.