That some people fail to make a big splash isn't evidence that a big splash is a tactic that will fail. Particularly if you take a broader view as this has been a successful part of the business model of games for a long time. Whether or not it's right for a specific game and the longer term business of the developer is a much more nuanced question.
A few games have managed to become huge hits growing only organically in early access (factorio and rimworld come to mind), but they are extremely special games. That's not something you can replicate with a relatively generic title.
To be fair, I'm not sure there is any path to success for a solid albeit generic game these days. There are just too many releases.
BTW, Jon Blow is the creator of Braid and The Witness. He is also working on Jai, a programming language.
But I only think this because I have had the experience many times in the past!
I feel the best place to focus my creative energy is on making livestreams, doing speeches, and just on day-to-day programming.
Putting effort into a posting here often doesn't take too much energy, but it does take some, and I'd rather put it into something bigger than mostly toss it away.