If you’re curious the reason is that the humanoid has a different rendering path optimized for a rapidly changing model with a small number of parts under it. When that codepath gets applied to a large model (literally the entire Workspace in the case where the Humanoid is under that) the logic in that path breaks down and tanks performance.
Preventing the Humanoid from treating the entire workspace as a character (because you never want that) is something we should revisit because this gotcha comes up over and over again.