Aside: if you are looking to learn more, I cannot recommend Kerbal Space Program enough.
I still find that inexplicable. To me, it sounds like saying "our calculator only does basic arithmetic on four core machines, square roots are too slow".
Upping the realism lowers the playability: games and simulators are subtly different things. Otherwise we'd all be playing STK/Astrogator instead of Kerbal, and AutoCAD instead of Minecraft, and sitting in city hall basements debugging spreadsheets in place of Cities: Skylines. The type of limitations that distinguish games from serious simulators are not accidents and not laziness, but deliberate design choices.
I concede this makes certain interesting topics like Lagrange points / halo orbits, masscons, and orbital precession inaccessible. That's part of the tradeoff.
The mechanics are simplified, yes, but patched conics is quite a good approximation for many cases, and great for developing an intuition for the basics.
There is a mod that includes n-body calculations called Principia if you’re interested in that.
Maybe I’ll be vindicated when it turns out the planetoid is made out of grey goo.