The Cyberpunk 2077 launch has been both a success and a disaster at the same time. The disaster portion is the huge number of bugs, especially on consoles. What I find interesting is that while they tried to not resort to crunch at first, the studio decided to have the development team crunch the last 2-3 months before release.
The problem is that software development is not an assembly line. More hours does not always mean more productivity. Sometimes, more hours can actually lead to less productivity. I once saw a 5 person game development team attempt to crunch for 3 months. At the tail end, the entire team spent several days trying to fix a bug that ended up being an "A" being capitalized in a configuration file. These weren't stupid devs. They were tired devs.
I started developing my own beliefs about crunch when I spent two 14-hour days working on a single bug ridden feature. Later on, a well rested version of me rewrote the entire thing bug free in 2 hours. It wasn't that those 28 hours were a valuable learning experience either. I saw precursors of the 2 hour solution in the code I deleted. I was so tired that I must have forgotten what I was intending and went down a different (and awful) path.
I definitely work long hours as an entrepreneur, but I literally own everything now. My product is also my baby. There's a love of the work that helps energize me. There's a difference between that and an employee working for a salary and 0.01% (or less) of equity. Those employees can't be expected to work long hours and still be productive.