We do this in cartoons as well. Check out this Spider-Verse animator breaking down a shot of Gwen drumming. [1] If you look at individual frames, there are all sorts of details that make no logical sense. In one frame, she actually has three hands! But it looks great if you see it in motion.
Or "squash and stretch" [0] frames cartoons and 3D modeling, where people prefer the final result even though individual frames can be grotesque.
That said, I think it's fair to hold most practical UIs to a different standard. Prioritizing amusement leads to a lot of strange non-ergonomic places.
GGP's point is that broken in-between frames are everywhere, in films and animations, and this is a total nothingburger.
GP's point is that those frames aren't broken, but they're intentional and calculated, and so they're not even relevant here.
Oh boy, I wouldn't use Spider-verse animation as an example. I personally hate it. When I saw the first movie I thought something was wrong and asked the staff if I had mistakenly been put in a 3D movie without the 3D glasses.
Impressive and creative yes. Viewable? Not to me.
That is exactly what I'm talking about, though. This is not what is happening with buggy computer UI animations: these are not carefully crafted to look better in motion, they're actually only considered acceptable because it's kind of difficult to see the mistakes in the animation. Whereas cartoon animating, you could argue the details don't make logical sense, but that's only to someone who doesn't understand the principles of animation. You can't explain away glitchy weird UI transitions this way because they're pretty much universally not intentional. They're usually just taking the technical path of least resistance.