Unless you are using tools and rigorous methods you are just playing around. Just because most games are all broken in easily predictable ways doesn't mean every new game creates a hacker.
It's more correct to say "speedrunners show that almost all game developers are bad at software engineering".
sometimes good at creating fun games, but quick to say "you are holding it wrong" when you breath on the thing and it blows up.
That’s to say nothing of exploits that can only be used by TAS software. That’s like saying my car is a piece of shit because it’ll not survive being driven into a volcano.
Lots of speedrun strategies require surprisingly sophisticated tools. People will decompile/disassemble code to figure out what is going on. They'll run the game in an emulator and peek at memory values to figure out how the game works and how to manipulate it. They'll use these tools to set up their game state so that there's a sequence of bytes in RAM, then cause program execution to jump to these bytes, to run arbitrary code execution.
Here's a video of a speedrunner explaining some of the things he did to get two arbitrary code executions working together to speedrun Super Mario All-Stars + Super Mario World: https://www.youtube.com/watch?v=_MbaZY2DOW0 (it's about 15 minutes)
Here's the same runner using one of those arbitrary code executions to inject Flappy Bird into Super Mario World instead of just warping to end credits: https://www.youtube.com/watch?v=hB6eY73sLV0 (it's about 6 minutes)
He didn't get to that point just by random pressing buttons until something interesting happened. He got to that point because he understands the Super Mario World memory layout well enough to manipulate it and execute the instructions that he chooses for it. That's vulnerability research any way you want to slice it.