Yet another reason why development should only take place on FOSS game engines. If a company has hostile/incompetent C-level management, community forks it and maintain it as free use.
If you're running a commercial game studio in such a brutally competitive market as video games, how can you afford to use FOSS? Your choices are go without high-end features that your competitors do have; or divert resources from your game content to build them in-house. Both seem less attractive than "just buy a commercial engine" to many studios.
Also, inhouse tooling will need to be built regardless, whether the engine is commercial, in house from scratch, or FOSS.
If the studios give back to the FOSS engine source code, it creates a virtuous cycle, like with the Linux kernel. Everyone wins.