Draw XXL has a mechanic build in that automatically limits the drawn lines per frame. Everything that is drawn by Draw XXL is composed of single straight lines as known from Unitys Debug.DrawLine().
For example if you call "DrawEngingeBasics.EulerRotation()" then several thousand small straight lines are drawn to compose the rotation visualization. Without prior knowledge of how many lines are actually drawn from a single Draw XXL call the overall line count can quickly become very high.
This can go so far that the Unity Editor cannot handle the workload anymore and freezes and you have to force quit the whole Unity application, in bad cases without saving.
Therefore if too many lines are drawn within one frame update then Draw XXL skips all further lines. This prevents the Editor from freezing. The Editor may still slow down significantly, but at least no forced Unity shutdown is needed anymore.
The limit is of course dependent on the computer hardware that is used, so you can adjust it via this "MaxAllowedDrawnLinesPerFrame" setting. Though be careful: Adjusting this limit is at your own risk and accidentally using one 0 digit too much (setting the limit to 1000000 instead of 100000) may lead to an unprotected Editor freeze. The good thing is: The freezes don't come out of nowhere, but instead the execution performance of the Unity Editor will gradually become slower and slower, as the number of drawn lines rises. So with a cautios approach of raising this "MaxAllowedDrawnLinesPerFrame" limit step by step you can find out the limit of your own hardware without danger. Though keep in mind that if you build your project and run it on a slower device (e.g. a mobile phone) then this other device might not be able to handle the high number of lines that are possible in the Editor on a computer.
As a rough benchmark: A middle class office PC from 2015 may get very slow at 60000 lines per frame, while a middle class gaming PC from 2021 gets very slow at 150000 lines per frame.
If you want to monitor how many small straight lines get used up by a single Draw XXL function call you can use the GetNumberOfDrawnLinesSinceCycleStart() function and compare what it returns before and after your draw operation.