That is an option, though I think it is has too low of a yield rate to be useful for people with little to no work behind them. I think markets with low price caps are a better way of incubating junior developers.
Right. There's no perfect solution, but the problem with what you're proposing instead means that a gamer has to spend money blindly -- that he/she probably can't get back, on something by a brand new, inexperienced developer.
In the donation/Patreon situation, at least people could get a taste of the unproven goods before they decide to permanently part with money.
For me, on a very low budget, losing a buck or two on a game that sucks still feels like a loss. I don't have the time or extra bucks to be someone's beta tester or QA coach, is how I might feel.
So let me play a game for free and then see if I feel like being a part of your climb to the top, new dev. Otherwise, I feel safer putting that buck towards something else.
Yes, I realize studios of all sizes make games I might regret buying, but there are some proven studios I feel more secure about than others.
If thatgamecompany comes out with a game I've never even heard of, well, hey, I feel confident putting money towards that out of their reputation alone... much more so than new dev who is doing little more than learn how to code with pre-made assets.
Thanks to the great times TGC has thus far given me, I would also feel more forgiving and less robbed if that purchase backfires.
Just how I see it.