Enable Timer for Loops
I just played a game (attached log) where my opponent created a loop with scurry oak + prosperous innkeeper + Heliod, sun-crowned. He proceeded to click through the cycle many times, well beyond when normally a delay timer would kick in. This gained him any desired amount of health, squirrel tokens, and +1/+1 counters on one creature. However, this did not win them the game outright. As he did not get a timer, and continued to demonstrate the loop for some time, I just conceded so I could leave and play more games, even though technically I should have gotten another turn.
I propose a shortcutting function after X times demonstrating a loop (same actions clicked, this could have some open design space) so the game can repeat it systematically and opponent can choose to yield or choose a stop at Y loops if desired, OR at least start the timer after X times doing the same exact thing.
This creates an abusive situation in which the looper may not be able to actually win the game, but holds their opponent ******* (I wasn't going to win this particular game, but in other games this could be important).
Normally, in paper magic, this would be shortcuttable (it's deterministic) and a number of times would be declared and game state moved forward automatically.
True infinite loops are actually determines a draw in paper form, although in this example scurry oak is a "may" decision.

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madqb#06720 commented
Scenario:
I am tapped out, no way to interact and thus no way for my turn timer to run out.Opponent plays heliod, scurry oak, and any effect that gains life on a creature entering the battlefield.
This obviously starts the couter loop.
Bug: the opponent can abuse the bugged turn timer to win by making the loop take long enough that it will start using my turn timer even though I am not the one wasting the time.
Suggestion: fix the turn timer so that instances like this cannot negate the other players turn. This is clearly an abuse of a bug to win games.