I can tell you first hand that it sucks. Especially when there's a ton of belief tied into what could be. For some, it's like ending a relationship suddenly that was not perfect, but had a ton of hope in it for a projected outcome.
The worst is working on a thing for ages that was poorly directed across all exec strands, but has to release on a delay.
That work gets bursts of extensions, but in very short pieces of scope, meaning improvements planned to be meaningful don't get the breathing room they need to be developed into what they should be.
For all involved, it becomes a well of hope that keeps getting diluted by the reality of short scope improvements and an architecture that eventually becomes a tower of cards, inflexible to change and deeply flawed and delicate to breakage. It always cracks when you try to be even slightly ambitious. Over time, it gets more and more volatile.
That type of experience plays out like rollercoaster of hope into disappointment, until the game releases to mediocre or just OK "it could've been X" reviews. And the entire team never wants to hear about it ever again, and struggles to see past the waste of X years on such a piece.