They wouldn't sanely cut the Big Daddy's textures from 512x512 to 32x32 (an approximate ratio of texture reduction based on texel size), to save a few hundred KB of RAM at best and create such an eyesore. If the RAM is limiting, they'd select multiple textures and reduce them all by a smaller amount, reducing texture consumption by megabytes, reducing fidelity across a range of objects, but producing nothing to the catastrophic effect of the Big Daddy problem. This doesn't look in any way to me a texture resolution issue - they haven't even got filtering enabled! It's a bug of sorts, a goofed parameter or something.
You have to realize the mindset of a developer that is trying to shoehorn a 512MB 360 game into, say, a ~480MB PS3 game. Every precious little KB counts. Their own inner-dialogue is that, if they can arguably cut down textures drastically on something that won't be too noticeable or obvious, then they'll do it. They have to magically somehow come up with that missing ~32MB of RAM somehow or another.
You say they might have just "goofed up" on this one part. I would say that that's consistent with what the community manager on the 2K forums said, which was basically, "You're right guys, this kind of poor quality isn't consistent with our own level of equality/expectations." Which is another way of saying, as I interpret it, that they made a poor decision to cut texture resolution THAT drastically on that particular object in the demo/level. Which, in turn, is to say that they could've averaged out the texture-cutting more judiciously and less ostensibly.
I actually don't agree that it was such a glaring misstep or poor decision. You could see other textures in the PS3 demo that were just as bad, but these worst-case examples are ones that the player has to normally go somewhat out of his way to reach and/or notice. To me, when I played the demo, I pretty much just took a quick glance at the dead Big Daddy object, stole some of his items, and walked right on by without blinking an eye. He was an insignificant object, an insignificant prop (maybe not so insignificant now, in hindsight, based on all the negative publicity he's stirred up). Plus, he was obscured and covered-up by the water distortions/refractions that were raining all over him anyway; the glaring texture degradations were only visible if the player were to go out of his way to get RIGHT up close and behind him, and scrutinize his rear textures really closely.
Well when a PS3 game has the best textures on consoles...I think there's another solution to cutting texture resolution. Yes, it might be the easy solution - but it's not the only one.
That might be more of a testament to the level of talent of the developer (Naughty Dog). It's also a subjective argument as to whether or not Uncharted necessarily has the "best textures," on a technical basis, on all consoles.