One studio had a 9 digit amount of US-Dollars available for developing their game, the other one didn't. Like what on earth is this comparison
The comparison is that one game was feature complete and had plenty of attention to detail, so much so that even today, people are finding more and more to appreciate about the game, and the other wasn't.
Budget is one part of the equation. How much do you think went into the development of Cyberpunk 2077? $200 million less, but still nine digits.
There are many indie games which release in a more polished state than AAA games do, with a miniscule fraction of the budget.
At the end of the day, the consumer chooses where they draw the line at spending money on games that need to be patched up to be a pleasant experience, and at the present time, consumers are giving a lot of wiggle room to publishers in this regard. Therefore, publishers see that it's much more efficient and savvy to release the games half-baked and fix them later for a faster return on investment.
If Relic really wanted to, they could have held onto the game for longer and released the game in a much better state. They didn't, because they were betting on consumers stomaching the poor release and buying it anyways.
Whatever, if it works for them, that's fine, but I'm not going to commend them for it. Not until the game is at a state where I personally would recommend it to someone. And that's all there is to it.