We had similar thoughts about "premature optimisation" in the games industry. That is it's better to have prematurely optimised things than finding "everything is slow". But I guess in that context there are many many "inner-most loops" to optimise.
or you found that you've optimized a game that is unfun to play and thus doesn't sell, even tho it runs fast...
yep. The stakeholder (who is paying the money) asks why the prototype can't just be "fixed up" and be sold for money, instead of paying for more dev time to rewrite. There's no answer that they can be satisfied with.
I worked licensed titles for a while and that area the quality of a title and whether it sells were largely uncorrelated haha!