Oh wow yeah that's a unity text issue haha, I didn't take part in making this game, but if it helps the devs (assuming they used unity), I had the same issue in my game, here's how I fixed it:
I tried to fix it by checking if the coroutine is running (using a bool) and if it is and the user tries clicking again, turn the bool false, terminate the coroutine in the script, then print the full text (or start a new coroutine) after.
And I also added two breaks inside the coroutine loop that will terminate if it detects the bool has changed (if it changed to false in my case), cus coroutines are a bit finnicky. Unsure if two is required, I think I only used one and it got a bit garbled still, so I added a second! One at the very start of the loop, one at the very end.
I do have one where it will just terminate all coroutines on the script before starting a new one, but that's not user-controlled text, that one changes automatically at a fixed interval, and it will still garble if the text changes too fast, so I made it change at a slower interval, but that's not really a solution lol
It seems to have fixed the issue for me, but as mentioned, coroutines are finnicky. Can never trust them >:0!