The structure of the team gets reproduced in the product. Read "The soul of a new machine" for a great example.
There is an unhealthy elitest hierarchy at many companies which manifests itself as interfaces to users on the assumption they're totally incompetent. It's a reproduction of an insular culture.
The worst part is that it's reinforcing. The thing you've probably heard of is the Stanford prison study but there's many similar ones; essentially you set up a context for how you engage with your customer and the customer plays the roles dictated by the context.
So you treat users like idiots and then they start acting like idiots. It really does work that way.
Let me give an intuitive analogy for those unconvinced. We're going to use a gym, library, and bar. The same person would be exercising, studying, and drinking at those institutions, in specifically that order.
We shape the buildings (create the context); thereafter they shape us.
The core problem of UX is the extreme focus of what kind of user they want as opposed to what kind of context they want to facilitate. The latter is how sustainability, growth, and value happen.
It's the difference between say assuming your customers are alcoholics and then building a bar and saying "it is of public benefit, profitable to our company, whatever, if our users studied so let us make a library and they will rise to the occasion".
So long as it is within reason, this is possible. People will do difficult things of value (such as a gym) if you're willing to adequately facilitate it. We don't need to limit ourselves to a fast food internet. See the project known as wikipedia for an example.