More Tween triggers; Animations Editor settings; Framerate mode control & more.
A high timescale means you get large delta-time values, so things like moving objects move in large steps, which can result in things like missed collisions and unstable gameplay. An unlimited framerate using a maximum framerate to limit delta-time means things move in small steps but faster than realtime, which can be a better option for a "fast-forward" mode (as in the 'catch-up time' example).
Thank you, that makes sense. So for anything that depends on collisions or precise interactions this is the superior option, if I understand correctly.