We found that at the same game time in a block, there can only be a maximum of 100 detectors flashing, and detectors exceeding 100 will be delayed,There are also launchers, throwers, and redstone lights that exhibit this phenomenon,Within each game moment of each block, the upper limit of the update queue for some redstone components is only 100, including detectors, redstone lights, command blocks, launchers, throwers, fluids, gravity blocks, etc,When there are too many updates that cannot be calculated in a timely manner, it can cause many problems
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The English names for the blocks mentioned are: observers, dispensers, droppers, and redstone lamps.
The behavior described is a result of Bedrock Edition's pendingTick cap. Pending ticks are a kind of pre-scheduled block update. The game will execute a maximum of 100 pending ticks in each chunk during each game tick.
Other blocks that use pending ticks include detector rails, portal tiles (when spawning zombified piglins after a portal is lit), and water and lava spreading.
I expect the described behavior is working as intended because the pending tick cap serves to prevent processing overload that could crash the game or corrupt chunk data. (See for example MCPE-94942.)
Would it be possible for you to attach a world that can be used to reproduce this? Any attempt I've made at recreating the setup shown in the videos hasn't been successful in reproducing the issue.