Unfortunately, I think it became obvious at some point that the game still needed work but that another delay, past the holiday season, was just not going to be in the cards --- espicially with a lot of consumers being stuck at home for a while.
In a much broader sense, some of this speaks to issues that have been mounting for years. You have video game developers that are so focused on pushing the envelope and making the next great innovation, that they tend to over-promise, and get in over their heads.
In worst case scenarios, I think games are becoming overly complex, often with a lot of loose ends left dangling. In turn, that ends up impacting trust, which impacts pre-sales, sales, consumer confidence, etc.
Within the industry there's the challenge of tight deadlines, pressure from investors, an inability to fit games into console life cycles, long hours, and broad audience base that is quickly drifting apart (hardcore gamers vs. more casual gamers).
In some ways, the shift to open world concepts is both the best thing to happen to the gaming industry and the worst thing to happen in the last 20 some-odd years. On the one hand, we've never had worlds created quite like this. On the other hand, that increases the demand to fill those worlds and not have them feel empty. At some point, that takes an even longer lead time than what we've come to expect.
Case in point, we never even saw a new Elder Scrolls game in the XB1/PS4 generation. The lead time was just too difficult to make that happen, while also creating a game that feels cutting edge.