The other problem is, it's not solely DEI/dead weight.
To elaborate on the second point, there are a lot of developers out there who instead of being able to stick to a goal and vision, would change it halfway in due to influence from something else. Ken Levine is very notorious for this, both with his new game and BioShock Infinite.
With BioShock 1, there was some publisher interference involved (namely I've heard that the publisher wanted him to have a single moral choice and a good ending). BioShock Infinite on the other hand is all but forgotten about except as fodder for American Krogan type video essayists and essentially spawning the genre of SFM/Blender 3d porn. One of the reasons for this game failing so hard is simple: Ken Levine was constantly changing what he wanted to do with the game until there were several games worth of cut content in BioShock Infinite.
https://www.youtube.com/watch?v=muJYTeQlvC4
With his current game, aside from going years without anything to show for it except publishers throwing money at him based on the success of a past game before it finally had a trailer, he was constantly deciding "actually no I want to do this" during development, all the time. This is the same thing that doomed other developers including Ion Storm.
https://archive.fo/1RiHw
There's other developers who have shown they cannot manage a game worth a damn. Denis Dyack could not make a game without a tard wrangler like Nintendo in charge of his games. Or the dude who made Freedom Planet 2, taking nearly 10 years to make a 2d platformer, and at least that was a passable one compared to the YanDevs of the world and the infinite sea of Early Access.