In practice, if it exists and is not just Any%, the Low% category often involves a lot of glitch exploitation, and for some games, it is a reasonable approximation of "all glitches" because it will usually contain most or all of the "interesting" glitches.
Here is a specific example of this phenomenon in Super Mario 64:
Seizure warning: Video flashes rapidly from 8:28 to 8:44.
This video is a tool-assisted speedrun of the star "Stomp on the Thwomp" in Tick-Tock Clock, pressing the A button only twice (it is not currently known whether the star can be completed with fewer A presses). By my estimate, it contains at least all of the following glitches, just to get one star:
- Chuckya (RNG) manipulation
- Object (Goomba) cloning
- HOLP manipulation
- HOLP preservation (pause-buffered hitstun)
- More cloning (coins etc.)
- Star dance clip
- Cog (RNG) manipulation
- Hyperspeed grinding
- Pendulum and clock hand (RNG) manipulation
- Pedro spot
- Vertical speed conservation
(Read the description on YouTube for a detailed account of exactly what the speedrun is doing, and consult Ukikipedia for more information if desired.)
This isn't all the glitches in Super Mario 64, by any means, but it is a good selection of interesting glitches, and most of the other well-known glitches are used elsewhere in the A-button challenge, with the exception of those that specifically depend on pressing the A button, such as the infamous backwards long-jump. Another example of a Low% run that has lots of interesting glitches is Super Mario Odyssey's minimum captures route.
(The Goomba cloning is not actually optimal, so it could be removed from the run, but other objects are still cloned at various points.)