One script or multiple? Impact on performance

I just reached that 1024 scripts limit, doing a simple benchmark test I run on every game engine I try.
I got “ERROR:GAMEOBJECT: Could not create script component, out of resources.”.
Most games may not need so many game entities and sprites but I have two reasons to do this test, 1) is fun 2) I actually have a game sim that need more than 3,000 entities doing stuff.

Now, after reading this thread I understand that I need to put the logic outside of the Game Objects, but my question is: Why the 1024 limit? If I actually have a game project that need to spawns dynamically more than 3000 entities having their own behaviors and interacting each other. Is it a “design issue” if I want to use the engine how it is supposed to be used? Putting game object logic inside the game object? While other game engines simply don’t put a limit on entities and scripts I can spawn? Why not let the hardware set our limits?