I would say that this is semi-intended behavior. It’s a known current limitation but something we want to improve. Updating an EditableImage is expensive from both a memory and performance perspective as we need to have another copy of the image and then send that over to the GPU on the rendering thread. Because of this, we currently have a hard limit of updating 1 EditableImage per frame to limit any potential performance or memory usage issues.
In the future, we want to make this and other memory and performance limits that EditableImage currently has more dynamic, so on higher-end devices or in experiences with less going on this limit can be throttled up. We wanted to start with the minimum limit so when we released this sort of dynamic throttling, we wouldn’t be breaking pre-existing stuff.