Real devs will step up and fill in the gap, leaving incapable, complaining devs behind
I almost hate to respond to this.
Shipping a game today is more about software engineering, and production than it is about "mad skillz".
It is basically impossible to monitor code quality over a 2+Million line codebase with hard deadlines, if your team has 100 people in it 5-10 might be stars.
There are exceptional teams they are usually smaller, and have the benefit that their success makes them attractive places to work so they have a deep enough hiring pool to be very picky. But even there I've seen a trend where optimizing for things other than just pure execution performance is commonplace. It's just not the biggest problem anymore.
Producing a great game is more about tools and ensuring that your gameplay people and artists can iterate efficiently than it is to eek 10% out of the hardware.
Now I'm not trying to justify the level of bugginess of a Skyrim, but much of that isn't technical ability it's poor production practices. Bethesda obviously doesn't manage to get good test coverage, or they simply can't keep up with the rate of change.
Unfortunately Bethesda is unlikely to change their practices going forwards because the most common error in the industry is believing that you are successful because of your process, not inspite of it.