In theory, you're right.
But in practice, not every development studio has the capability nor adaptability to be able to develop vastly different types of games.
ND was making 3D platformers at a time when games were VASTLY less complex than they are today. And pretty much everything they've made since the first Uncharted has been similar in scope and design, i.e. 3rd person action shooter.
Studios like GG and Insomniac are the exception, being able to go from making shooters to sprawling open-world RPG games in GG's case, and from 3D action platformers to open-world superhero games in the case of Insomniac.
For every positive example, however, there are numerous examples of dev studios trying something new and biting off more than they can chew: e.g. CD Project Red with Cyberpunk.
Playground games have neither the history nor experience in making anything other than driving games, which as a genre of games is far less complex in terms of design than action games like shooters, open-world action games and exponentially less so than open-world or even semi-open-world WRPGs.
In the latter case, everything from world design, to environmental design, from quest design and the capability of the game logic systems to handle the multiplicative complexity of player agency, makes these games way more complex to design, built, test and optimise than literally any other type of game.
You have a whole class of WRPGs, i.e. Eurojank, of mostly central European devs who have been making these types of games for decades, who still aren't able to achieve top-tier status in all aspects of WRPGs design. Heck, even the biggest name devs in the industry for WRPGs, like Bethesda, Bioware etc completely drop the ball from time to time: e.g. Fallout 76, ME:A.
So expecting magic by a studio that has only ever made relatively simple driving games was always going to be little more than a pipe dream. As cynical as it sounds, there are very good commercial reasons why major AAA publishers generally tend to want to keep genre game developers making games within that same genre (and often even IP). The commercial risks otherwise are often too high, such that only really the most talented devs given sufficient timescales can manage to achieve it.