There's not a single connection in that video between the mismanagement of the development process and the delivery of the final product to their target audience. It felt pretty "endogamic" to me and that's precisely its biggest problem. It focuses on feedback from the media, who have become completely disconnected from players, too.
The first 5 minutes addresses that. She stresses the importance of internal feedback, both from the team and partner studios. The importance of building pipelines and processes to facilitate early and constant feedback. That's management's job. Both from department and team leads.
At around the 5 minute mark she talks about customer feedback from public playtests. Management/marketing sets that up and is responsible for making sure it's done in a way and in an environment that yields actually good, honest, and usable feedback.
To be precise, Suicide Squad didn't fail because it was a development hell, it did because they betrayed their fans. If the project had run smoothly from a devs perspective, it would still have been a failure, because it failed at delivering what people wanted.
I would argue that if Suicide Squad had been a good game, it would have found a whole new fanbase. Teams/studios switch genres all the time. She also points out the mismanagement that went on with that game - feedback bottleneck, personel and pipeline that were not designed for the project they were hoping to make.
I strongly disagree with the passion part. In fact, it's quite the opposite. Passion projects are the ones who succeed the most, the pioneers, the most revolutionary. You only achieve that with passion. The problem comes when that passion antagonizes what fans want. But again, the video doesn't address that matter.
Eh, this one could go either way. It is important that your leads are passionate. Essential, I would argue. The more important part is they need to be able to get the people working under them to care. But sometimes, a person takes a job to have a job and an income. There's nothing wrong with that. If they're really good, and are able to care about the project, that's sometimes enough. A guy lighting a movie scene doesn't need to be passionate about the movie they're working on or about lights. They just need to go how to light a scene really fucking well. I can guarantee that about half of the people who worked on your favourite AAA game ever made weren't super passionate about the project.
That last sentence I think is overrated. Yes, give fans what they want, but within reason. If studios only made games fans wanted, we'd end up with the same games being made by everyone year after year. Creatives need the space to try new things. Things fans don't know they want. That's how you get innovative projects.