To be clear I'm not anti-float, as they have less surprising behavior than fixed point, and are much less fiddly, but I do have to note that f32 sits at that awkward spot where it's not accurate enough for a lot of numerical work, but stepping up to f64 carries a significant performance penalty on things like GPUs, and most DSPs don't really give you f64 hardware at full rate, if at all.
In contrast, 32 bit fixed point gives you 6 extra bits of precision, (IEEE754 mantissa should count as 26 bit), which can often be the saving grace.
For example, in video games, if you mandate a 0.01mm precision, with int32, you get a 40kmX40km area, which is plenty, and with float32, you have to divide every dimension by 64, which is not enough for even mid-sized maps, and you have to employ tricks or go straight to f64.