I keep coming across it with new titles these days and it's not a hardware problem as douchebags will inevitably claim. How many times have you guys found a title you think "Okay, maybe I'll give that a chance" you install it and after awhile of playing there's an instant CTD.
Or as is often the case because big game studios insist vomiting high polygon count everywhere the FPS is atrocious even on high end machines because they don't understand that the majority of people don't have 4090 gtx cards and 8k monitors. There's all kinds of basic stability shit going on that makes me feel like I'm looking through someone's alpha project they've barely started debugging yet and it pisses me off. It's no surprise that 2D games are regularly hitting the charts because I wonder if it's people getting sick of all this and defaulting to 2D games because they can't trust a 3D game to run properly.
My standards are so fucking low in a game now the first thing I have to ask is, will it run? And will it crash? If the answer is yes to either of those things then you just immediately move on. Game devs seriously need to learn to stop the fucking polygon vomit. I mean Cities Skylines 2 is a great example of this and it's interesting how pissed off gamers are getting with these titles nowadays.
Edit: Oh yeah I can't forget game breaking bugs in the pathfinding AI etc. that quite a few devs are guilty of. You often have to dig through forum posts to find out about those.
I'm glad it's not just me noticing, because I swear in regards to Total War games, with the AI in particular I'm seeing the same fucking design decisions and bugs implemented with each new release. There were even people frequently complaining about the battle map AI. I'm fairly convinced they're still using code from Rome Total War and they've barely changed a thing. They can't fool me with their pathetic re-skinning attempts.
I consider AI to be another major part of game stability because quite often these days the pathfinding can just outright break and make a game barely playable. This problem isn't even necessarily an issue of code either, they just set the navmesh up really badly.
Since you mentioned warhammer the city sieges are a great example of this, they had the units all running along narrow pathways in order to prevent them clipping into cities which is pretty pathetic. It's not as bad in Warhammer titles but it's still clearly there and I wonder if one of the reasons AI doesn't really siege you as much in the campaign map for example is because they know it's broken.
Another one that you have to dig through the forums to find discussions on is Rimworld. Everybody loves that game, but the AI is borked at a certain point and I've found it outright breaking due to them not going and getting food properly. This is basic of basic pathfinding and it doesn't seem to have been fixed which means you're inevitably going to have to micro-manage that stuff a lot to compensate for the bad AI.
I mean for fuck's sake, I haven't played Warhammer 3 but I would not be shocked if even in that game or Pharoah for example the campaign AI even on low difficulties gets infinite stacking cheats to compensate how badly designed the games are.
Total War is very much "do little work on the engine but add a lot of content to sell DLC". TW is what it is, but at least it's a good game.
It's funny that they worked with Intel on performance of Troy, and that actually worked. Troy runs 4K/60 for me in a way that few other games do.