Validation is explicitly turned off in the code. MeshUpdateFlags.DontValidateIndices is provided to Mesh.SetSubMesh & Mesh.ApplyAndDisposeWritableMeshData. This will skip validation and can result in a crash when invalid data is provided. An ArgumentException is thrown when validation is enabled. More importantly, the project does not crash.
https://docs.unity3d.com/ScriptReference/Rendering.MeshUpdateFlags.DontValidateIndices.html