1. While a password manager should associate a TOTP seed with a domain and only fill codes on that domain, the codes are still visible to you. A convincing phishing attack might trick you into manually entering a code into a fake page. Passkeys don't allow this.
2. TOTP codes are derived from a seed shared between the client and server, so an attacker who gets read access to the server's database could generate your codes. With passkeys, the server can only validate a signature, not generate them.
Minecraft authentication requires a Microsoft account. People may not want to have one for ideological reasons, or not want to attach a game to the account they use for other purposes.
Also, not encouraging it, but disabling authentication allows players with pirated copies of MC to play on the server
It's a neat idea, but I hope nobody uses it for anything actually sensitive until the crypto is fixed:
The app uses counter mode encryption with no nonce. In counter mode, the encryption process uses a stream of pseudo-random bytes generated by encrypting an incrementing counter with the secret key. The message is then XORed against this keystream.
For this to be secure, you need the keystream to be different for each message. Otherwise, if you have multiple messages where the plaintext is XORed against the same keystream, you can take the XOR of any two ciphertexts, and you have:
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