This isn’t true. It has nothing to do with cubits.
Crafting timers exist because the designer who originally created the crafting hierarchy enjoyed scheduling their activities in game. They got a kick out of being efficient and planning what they would require, and then organised their activities and time.
For example: gather base resources, start something crafting, do something else, come back when crafting is done, start crafting something else, go build, realise that they would need some new tools soon, start some crafting so they’ll be ready when they’re needed, build some more, tools are ready when they’re needed, go gathering, etc, etc.
If you only play linearly where all steps happen in order then clearly the timers would be frustrating because you’re constantly waiting for crafts before proceeding. Hence “why do you want to slow down my fun” comments.
But if you’re planning ahead then your operation can be more like a well-oiled-machine and you’re never waiting for anything.
Additionally - if you realise that you’re missing items then you can short cut the process by buying from a shop.
Additionally - there is a purpose behind having a room full of machines to allow you to operate in parallel. If all crafts were instant then you would never require more that 1 machine. Players often ask for more things to put in their builds, and the timers give a purpose to having machine rooms filled with machines. So you can operate in parallel.
IMPORTANT: I’m not championing timers - rather just relaying the answer I was given when I asked why we had timers. But the reason was definitely nothing to do with gating cubits.