Then there’s the other impossible half of the problem: making a game that’s fun. Such a hard nebulous problem that it’s easy to procrastinate by focusing on the technical stuff as a break.
Indeed. It's one of the pitfalls I see a lot of first-time game developers fall into: they don't actually have a fun game, but rather than work on that they keep adding complex systems and digging in technically in the likely vein hope that fun will somehow emerge from that.