I don't think anyone will name names for bad projects, because at the end of the day your intention is always to make something great, it's just things never go to plan. The quality of the product represents how well you can cope with changes in plans.
My (albeit limited) experience would suggest there are two main causes, which I group very broadly:
a) conflict of opinion / arrogance / lack of clear vision / lack of fixed goals to use in decisions (target audience etc)
b) lack of proper planning / ability to accurately predict timeframes / and the effects this has on finances / 'firefighter*'
If a game has a bad control scheme, it will probably fall into group A. This can very easily be argued by:
'It worked for game X, so keep it'
'The user testers are not the experts, we are, so keep it'
'We are used to it, so it doesn't need testing'
'But we also need this ... target market game to be intuitive for ... target market'
'I'm paying this bills, it works in my mind, you must of implemented it wrong, keep it'
etc.
In any of these cases it can be *really* hard to effect a change, especially as 'the game crashes!' might be higher priority. These things can be left to QA, which may well be a bug hunt and have no time to work important things out. At the end of the day it's money, and things can no doubt be especially difficult when dealing with a client who is paying the bills and has final say. Never underestimate the ability of a client to micromanage you!
(disclaimer **this has no reference to my current project**)
All sorts of things fall into B though. You can be in the most organised company in the world, but if your client can't plan, you can get into all sorts of trouble. The *worst* thing for productivity and planning is if even one single person cannot accurately predict or manage their workload - and especially if they don't learn from it. Putting something off when it's already late because there are more important (but on schedule) matters can cause all sorts of hell for those relying on the less important late task - something which can mean an order of magnitude productivity gets lost.
At work pretty much everyone has been in one of these situations before. As a company we are really well organised but it doesn't take much from a client to completely mess things up - something thankfully we won't have to deal with much longer.
That said most of us have come from jobs where it's simply a struggle to keep focused, let alone get work done.
I hope this explains why my tollerance for the 'lazy coder' insult is pretty much zero. I do really love the term shovelware though, it's just so... accurate.
*firefighter is what one of my work mate calls this. You wait until a problem is worse/more important than all others before you deal with it. This can be very productive in short bursts, but as an overall method it's an utter disaster.