Broadcast doesn't care if you're late. Neither does a AAA pipeline.
On one of my animation projects, I created a Damage Control team. The purpose was to 'close' each episode comprising the grittiest members from each department. We did the same when assets were being outsourced for a AAA game: bring in the DC team and handle the rest.
A bolt-on DC team is a band-aid. It doesn't scale to a full game dev team with 100s of moving parts. Sebastian Cardoso’s article is the solution.