Yeah, previs (pre-visualisation) is generally always done these days, as it lets the director preview what things "look" like, but that only has very basic geometry, low res textures (if any) and no proper cloth/skinning deformation animation, and no proper shaders / lighting. So it's basically using a game engine without even game engine decent lighting / shading for the most part.
So while it's great for placing objects in the scene and getting the camera position correct, that's about it. There has been a move to using progressive raytracing more and more over the past year or so, but it's still very early days with that.
On top of that, as previs is almost always done early (before most asset generation - modelling, texturing, maybe animation too) is done, it doesn't always give you all the info you need - i.e. it's often the case with mechanical hero objects in the scene (i.e. aircraft, robots, weapons, etc) that the basic geometry used for previs isn't good enough, and later on in real lookdev/lighting (or sometimes even at animation stage) serious issues are found - i.e. the previs has a robot moving through a street, but when animation actually start trying to rig the robot to get it moving realistically, they find for the arms to swing, it can't actually fit in the street.
So there's a huge amount of iteration that works up-and-down the pipeline, sometimes causing lots of different parts of it to re-do work.
Generally it goes:
Previs -> Modelling / Texturing (linked, as you need UVs) -> Layout -> Animation - > Lookdev / Lighting -> Compositing.
Any non-trivial change before Lookdev / Lighting will trigger new renders having to be done for some layers / scenes.