Sometimes, a "bug" can be caused by nasty architecture with intertwined hacks. Particularly on games, where you can easily have event A that triggers B unless C is in X state...
What I want to say is that I've seen what happens in a team with a history of quick fixes and inadequate architecture design to support the complex features. In that case, a proper bugfix could create significant rework and QA.
In that case, maybe having bug fixing be a two-step process (identify, then fix), might be sensible.
> Sometimes, a "bug" can be caused by nasty architecture with intertwined hacks
The joys of enterprise software. When searching for the cause of a bug let you discover multiple "forgotten" servers, ETL jobs, crons all interacting together. And no one knows why they do what they do how they do. Because they've gone away many years ago.