The PS3 sort of fits into those categories.
To an extent. The PS3 was ridiculously overpriced, and required substantial loss-leading to recover (and it was already substantially loss-leading to begin with.)
But take this into consideration, the PS3 only
really "recovered" after it reached the $299 price point and essentially relaunched,
but even when it reached price parity with the 360 it was still consistently beaten by it. (I should note I'm referring to the US market.)
Why? Because it still offered inherently less value to consumers, it didn't reach a value parity, despite price parity. They had largely the same games, their networked services were mostly equivalent, their prices were close enough. But it had a larger playerbase, more people in one's peer group were likely to own it, and this creates value in terms of the ability to trade titles and to play games online.
The 360's early advantage due to a head start and better sales in early cycle, made the system inherently more valuable throughout the remainder of the cycle. It resulted in a bandwagon effect.
The opposite is essentially in play for the Wii U.
The lack of installed base makes the system inherently less valuable. There is less likelihood of people with which to exchange software with, and there are less people either amongst one's peer group or in the wider online sphere to play games with.
This in turn makes the system less valuable to developers as a potential platform.
The lack of developer support also makes the system inherently less valuable.
And so on.
jvm posed a thought experiment in one of his recent articles: If EA or another major publisher made their own system, and it only had their titles on it, would a consumer consider it a worthwhile value proposition. I think the answer is no for EA. But it's also no for Nintendo. At least at $300.