In addition to what m4a4 said, developers aren't interchangeable. You can't just tell someone who never touched the graphics pipeline to fix a visual bug in the engine and expect them to get it done any time soon.
It's worse than that. Online, there's a blog from one dev who worked on Witcher 3. He chronicled some of the time he worked for the company and stated that he was asked more than once to work on something for which he'd had absolutely no training and was expected to deliver results despite his objections. Whenever he'd try to voice a concern, he'd be shut down or they'd just begin speaking in Polish in front of him and ignoring him. In fact, they even assigned him to lead a team of other devs who similarly had no experience for the task that had been assigned to them.
That's no way to run a company, let alone a game's development, but that's CDPR in a nutshell. Need a crazy idea fulfilled? No problem. Hire someone and then tell him to do it. Never mind that he doesn't know how to do it. He knows more than you do and if he wants that promised raise in six months, he'd better deliver.
That's a great way to get buggy content that has lots of issues and don't expect it to get fixed in a hurry because the game code is sloppy as hell with tons of references to materials and assets which were either never created in the first place or have long since been removed but their references remain in the code because no one wants to bother taking the time to clean things up in order to avoid possible problems down the line during testing or on release.
You set up multiple teams to work on various assets and that's fine. That's the norm. But there's has to be some coordination, some oversight, some leadership that ensures things follow a specific path and follow certain protocol so that it will all work together in the end. It's so damn clear with all of CDPR's games, particularly Witcher 3 and Cyberpunk 2077, that this was definitely not the case.
When you can so easily bork a quest or mission by simply missing or skipping one tiny event, that's a red flag that it was hastily thrown together and not tested properly nor was the code checked at any point for errant directions which might lead to issues down the line. If any student had handed in work as sloppy as these games, or any tiny portion or segment of them, they would have received flunking grades.
I don't mean to harp on the devs. They're a talented bunch who deserved far better than to work for CDPR on any project but this reflects worst on them than on management because while management makes the ill-fated decisions to ignore concerns and issues, they will always end up putting the blame back on QA and the devs themselves. "We asked them to deliver a game and this is what they gave us." CDPR did that in spades. They bragged about how great the game was and how well it ran. Just needs a little polish. A 5 year old could have seen how broken and incomplete the game was. And CDPR's founders, despite being nothing more than hackers themselves, certainly knew enough to see the truth yet they continued to lie publicly and expected their staff to pull off some sort of miracle.
They're either completely delusional or the biggest morons on the face of the planet. CDPR, that is. Not the devs. They did what they could. They certainly could have done it much better but then when a maniac ignores you and tells you to just deliver, you end up just delivering and you pretty much know it'll be a flaming disaster but that seems to be what management wanted so who are we to complain?