MonoBehaviour methods in non-MonoBehaviour class

I noticed that in non-MonoBehaviour class, I can still use some of MonoBehaviour methods. So where I wrote in MonoBehaviour class, Instantiate(...), in non-MonoBehaviour class I can update this like of code as MonoBehaviour.Instantiate(...) and it will work perfectly. I haven’t found a single problem with this so far. This however applies for static methods of MonoBehaviour class. In case of non-static methods, like StartCorotuine(...), code like MonoBehaviour.StartCorotuine(...) won’t work.

Despite this works fine in all my testing so far, I noticed that nobody mentioned code like MonoBehaviour.Instantiate(...) and makes me believe that there is some horrible problem with this, that I am not able to see yet.

I wish to use non-MonoBehaviour classes as library-like classes. Classes full of various utility methods of the same context. Like EffectsTools class, LevelTools class, etc. And exactly in these classes, I never saw a problem with direct use of MonoBehaviour static methods in the way I described.

I also noticed that for example, Instantiate or Destroy can also be coded as GameObject.Instantiate(...) or GameObject.Destroy(...) in non-MonoBehaviour class as well. It also works fine. Perhaps this is better, safer idea?

Instantiate is a static method of UnityEngine.Object class, from which MonoBehaviour, GameObject and all built-in unity asset types derive. There’s absolutely no problem with calling them from anywhere (on the main thread). StartCorotuine is a method of a monoBehaviour instance (it’s not static). It can still be called from outside the MonoBehaviour derived class, but on a specific instance, for example

class MyNonBehaviourClass
{
   public MonoBehaviour behaviour;
   
   void StartRotine()
   {
      behaviour.StartCoroutine( .... );
   }
}