Does managed IComponentData really need IEquatable? If so, there should be feedback for it

I was reading the section on managed IComponentData in the documentation to find out if instantiating an entity with such components would create a copy of the class instance and generate garbage (which I didn’t find any info on). But while I was at it, I stumbled upon this phrase:

Is this really the case? Does anyone know the reason why it’s needed? I haven’t ever done it, and haven’t ever been prompted about the nessessity of it. If it really is nessessary, then I feel as such should be warning/error feedback about improperly implemented managed components.

Here’s the documentation link:
https://docs.unity3d.com/Packages/com.unity.entities@0.13/manual/component_data.html#managed-icomponentdata

I know ISharedComponentData needs IEquatable but I’ve never had any issue with not implementing it for managed IComponentData

I’ve been using ISharedComponentData without IEquatable, however I only use these ISCDs at runtime, so that might make a difference.