For a singular seed, they wanted the resulting run to be stable in the sense that small deviations in decision making does not result in a vastly different result (as far as random events are concerned)
Imagine the game of two players having the same state X. While combat, one player would trigger a random action, the other doesn't. After the combat, both should still get the same randomized reward options. This wouldn't work with just a singular RNG.
This is exactly it.
This way, you can see how e.g. players of different skill level navigate the "same" run (same seed), without everything diverging completely on the very first (meaninglessly small) combat choice.