If you go back up and watch the videos I posted, its pretty clear there is something else going on. Most of the time, it doesn't matter how many of the color were on the board or even how many were spawned. Once the first extra turn lands, all subsequent gems cluster up instead of being distrubted around. One or two times of this happening would be an outlier, hundreds of games observing this behavior and a recorded incidence of 40+ times in a row is not. And Unity version still does overwrite with dual spawners (also pictured in my videos). Thats not what is causing this. The spawns are most likely being influenced and not actually random. Its pretty well impossible to stop any kind of looping in its current state whether dual or single, high or low gem spawners are being used, if any extra turn lands on the turn a spawner is cast, thats pretty much it if they sufficiently feed each other.
You'll notice on my 40+ spawns video that the only thing that stopped the loop at the end was a gem of the other color spawning over what would have been another extra turn and that gem also spawned clustered near a gem of that color. Try this team on PC/Unity, you'll consistently get a similar result (if you don't have plague, you can throw in a Grphyon Rider and see that he never misses either unless the yellows on the board are also so spread out that he can't spawn enough to guarantee the extra turn). Try this same team on mobile, you'd be lucky to hit three casts in a row regardless of having plenty of mana to continue casting.
Most my videos show at least a few times of attempting to cast the spawners without first getting an extra turn, and it feels sufficiently random regardless of how many gems were on the board, especially with dual spawners. If you have a lot of the color on the board, you are more likely to hit, but its not free. Subsequent turns are free. Again, match 4s are contributory toward getting the initial mana or if you happen to miss that first case, but then it won't matter. The higher incidence of cascades is also contributory given it is much easier to set up the circumstances to get looped to death. The spawn streak breaker on Adobe (if that is what is happening here) is completely ridiculous in the other direction, causing you to critical fail on a board full of your color after two casts even if you have control.
If you pay attention to the success/fail rates of initial casts only (before any extra turn is triggered), that is about the success rate random gem spawners should have. A risk for every single cast but not so much of a risk that they basically can't be used in concert with stuff that gives extra turns. Streaks will still happen, but be outliers. It will mean still having losses on defense due to RNG streaks, but most of these spawners are pretty easily stopped when it actually matters how many of their target color are on the board.
Basically, both versions are ridiculous with how they handle gem spawners. Unity is more ridiculous because it takes out any semblance of thought when extra turns are guaranteed to the degree they are now, while Adobe is just "this troop is bad, don't use it on invade if you like winning consistently and you can mostly pretend it doesnt exist".