I've a hot take: Use of hacky code in gamedev gets romanticized too much!
Every larger codebase, for sure, ends up needing some patchwork and creative reuse, at some point, to go against the grain. But some devs forget they can also stop and think for a sec, because games are "supposed to" be messy.
This isn't an argument against experimentation! That's ought to be hacky and disorganized. But then, try to do it properly when you do it for real. That'll save your ass in future, larger projects.