core: Remove time limit from ExecutionLimit #15550
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The time limit check was inherently non-deterministic. Since the 'progress' events depend on how often the execution limit is hit (which determines how many frames a movie will take to preload), runtime behavior could change between different machines.
In the case of Spinin, my lazy-image-decoding change made preloading fast enough (in terms of wall-clock time) that the entire movie preloaded at once, breaking the game.