"and in many cases it is one of many silent contributing factors to a noticeable decrease in the quality of their game"
Game designers are not so constrained anymore by the limits of the hardware, unless they want to push boundaries. Quality of a game is not just the most efficient runtime performance - it is mainly a question if the game is fun to play. Do the mechanics work. Are there severe bugs. Is the story consistent and the characters relatable. Is something breaking immersion. So ... frequent stuttering because of bad programming is definitely a sign of low quality - but if it runs smooth on the targets audience hardware, improvements should be rather done elsewhere.
This way of thinking has caused at least a few prominent recurring bugs I can think of.
Texture resolution mismatches causing blurriness/aliasing, floating point errors and bad level design causing collision detection problems (getting stuck in the walls), frame rate and other update rates not being synced causing stutter and lag (and more collision detection problems), bad illumination parameters ruining the look they were going for, numeric overflow breaking everything, bad approximations of constants also breaking everything somewhere eventually, messy model mesh geometry causing glitches in texturing, lighting, animation, collision, etc.
There's probably a lot more I'm not thinking of. They have nothing to do "with the hardware", but the underlying math and logic.
They're also not bugs to "let the programmer figure out". Good programmers and designers work together to solve them. I could just as easily hate on the many criminally ugly, awkward, and plain unfun games made by programmers working alone, but I'll let someone else do that. :)
> it is mainly a question if the game is fun to play.
10000x this. Miyamoto starts with a rudimentary prototype and asks himself this. Sadly it seems for many fun is an afterthought they try to patch in somehow.