Not really:
- when there is no draw method, there is (obviously) no reason to loop for nothing. The automatic stop is in this case a safety mechanism.
- on the other hand (and that's how it's intend to be used) there is no problem to have multiple views or components setupping their draw methods at creation (or at first opening). After, and during the whole application life time, those views/components are going to use only start and stop, leaving their draw methods in place.

Something else that could be raised and that I already discussed with Bjorn: why not automatically stop any other instance when a new one try to start instead of raising an error? I was thinking that it's a developer problem: he should control his animations and call start/stop himself. He should not leave a view while forgetting to stop an animation, and request another one to start on another view.
But in this case it means two components on a same view cannot use directly AnimationLoop, the view have to manage the draw methods. To solve this (and I will do it as soon as I have the time, will try today):
=> AnimationLoop should be a real singleton. View and components would add their draw methods associated with a hashmap key, and  "start" and "stop" would require the hashmap key to know which drawMethod group to start.