Just started thinking that isn’t coroutine kind of fps (frames per second) dependent? I mean, if my fps would be really low like 5 frames per second then if I would have coroutine that uses WaitForSeconds with value of like 0,1 sec that would mean that it should run 10 times per second but my fps would be only 5. Very theoretical situation but fascinating to think about it.
More on that: https://gamedev.stackexchange.com/questions/80560/timing-of-coroutines-in-unity-is-never-precise