That isn't how creative development works. A LOT of stuff never sees the light of day. That doesn't mean it was a waste of time.
No, pushing things out for "playtesting" and then never bothering with it again isn't how creative development works.
Iteration matters. Not testing it once and then throwing it away if it doesn't start a hype train on the internet.
A few of the ideas sticked. So it is not wasted time.
And more than a few that should have didn't. Its a waste of time and opportunity, for that matter.
Throwing away good (and in a lot of cases desperately needed) ideas is not sound design.
This is why everyone of us has their own perfectly balanced houserules to fix the failure of the "professional" designers.
Its fallacious to make appeals to the idea that "professional game designer" means diddly squat. We can evaluate what they're putting out on their own merits, and for reasons already given, their ideas for how to go about this are distinctly lacking in sense or conviction.
And lets not pretend either that Im the lone voice in the wilderness pointing out the ridiculous way they're evaluating feedback and now,
retroactively trying to recontextualize what they were putting out. Going nearly a year into a playtest only to recently go "oops, all experiments

" is incredibly transparent and they don't get a pass just because they get paid to do this.
In fact, that they get paid actually
demands better than that. Much better.