Caring about the product is not incompatible with making profit, but it is incompatible with maximizing profit, because then your design priorities must shift to emphasize functionality and entertainment to cutting costs and expanding monetization opportunities.
It's easy to see in gacha games. Even the best of them have to have to obstruct fun to make money, from the way they limit gameplay options so that people will gamble for them to the way that they gate progression behind repetitive daily grind so that people will keep coming back out of habit and FOMO.
Even beyond the monetization itself, great games require a willingness to take time experimenting and polishing, time which would seem like wasted wages to more money oriented companies. Sometimes it pays off, like Larian, but sometimes it doesn't, like the old Clover Studio.