Generally, a class that is too large signals that it's doing too many things. The more responsibilities your class has, the more often you need to change it and any other code that references that class. This makes changes more complex and time-consuming and can introduce unrelated bugs.
SOLID principles are an excellent guideline for building software that is easy to maintain and extend. In particular, the 'S' in SOLID is the 'Single-responsibility Principle' and aims to reduce dependencies. If a bug is introduced with your change, it shouldn't affect other unrelated areas.
Those who don't follow it tend to create bloated classes containing thousands of lines of code, making it difficult to maintain. On the other hand, those who strictly stick to it creates too many small classes, making it hard to keep track of and maintain.
Here's an example of a large class that is doing too many things:
This class represents a car and has many methods for performing tasks related to driving, maintenance, and repairs. However, it is trying to do too many things and violates the Single Responsibility Principle (SRP).
A better approach would be to break this class down into smaller, more focused classes that each have a single responsibility. For example: