> particularly the people who like to bring up Tiny Glade's custom renderer to detract from Bevy's accomplishments and capabilities
You're reading it the wrong way. Tiny Glade is just a poor example to show off Bevy because the only impressive thing about it is its graphics, which is not Bevy's.
> The fact that Tiny Glade was even able to just turn off Bevy's renderer while keeping the entire rest of the needed infrastructure so that they could write their own custom renderer on top of it is nothing short of remarkable.
A lot of that is pretty standard for a game engine, actually. For example, if you were to compare with Unity, you can run the engine headless in server environments and it swaps between renderer implementations (DirectX, Vulkan, WebGL, etc.) internally. There's also Scriptable Render Pipeline which lets you customize the renderer at a level above the platform graphics APIs.