To me this is just "fake test". As I have said really world cases involves consistent IO loads and/or rendering loops, for example in my case I need to load tons of pixel data and decode them in works, then at the same time use canvas to render the decoded image and huge chunk of array data, they are real world high loads, there are tons of objects created during the process and way less counts than the "fake test", yet still optimizing the object counts made huge difference to the final performance.
Let's say talk about this in another more general case: virtual windowing. If anyone has tried to implement stuff and hit performance bottle neck and then find virtual windowing could help, it definitely involves two problems to solve, first is the UI responsiveness when more and more stuff got created and rendered, the object count usually should be way less than "10,000,000", yet still you could hit the wall.
I think I might be too negative about it, but I just want to share the real cases here.