Ah, I misunderstood, sorry.
Total agreement with you on both counts: for here, that’s the problem, and ship it, don’t talk about it is the essence of game making.
That’s because you’re a NIH zealot :P.
My re-write of Amstrad CPC 464 Roland On the Ropes used IIRC 5 discrete entities, and it saved time doing it that way even with so few (because I re-used one of the tiny ES’s on the wiki I linked above).
Anything larger than a 1985 Amstrad game (which was probably written in BASIC) and an ES should be making significant savings on development time.
If anyone reading this doesn’t find that happen … then you’ve missed the point, or you’re doing it wrong - or you just suck at Game Design and need to find yourself a game designer who cares.