I'll provide a relatively simple example.
Just even attempting to design a starfox game clone where the ship goes towards the mouse cursor using euler angles will almost immediately result in gimbol lock and your starfighter locking up tighter than unlubricated car engine going 100mph and unable to move. [0]
The standard solution in games(or at least what I used) has been to use quaternions [1] (Hamilton defined a quaternion as the quotient of two directed lines in a three-dimensional space,[3] or, equivalently, as the quotient of two vectors.) So you essentially dump your 3D coordinate into the 4D quaternion coordinate, apply your matrix rotations, then convert back to 3D space and apply your rotations/transforms.
This was literally just to get my little space ship to go where my mouse cursor was on the screen without it locking up.
So... yeah, I cannot even begin to imagine the complexity of what a Boeing 757 (let alone a 787) is doing under the hood to deal with reality and not causing it to brick up and fall out of the sky.
[0] https://math.stackexchange.com/questions/8980/euler-angles-a... [1] https://en.wikipedia.org/wiki/Quaternion
But regardless the more complex the code the worse idea it is to maintain three parallel implementations, if you won't/can't afford to do it properly