I wasn't really intending to get into a debate with everyone who ever had an opinion on Dexit but quality over quantity is a viable development tactic... so long as the quality manifests itself. I think Sword/Shield laid some important foundations for the franchise and there were certainly a few neat features, such as Raids, but it also had a very poor storyline, an initial lack of post-game content (the fact that it was added months later in DLC doesn't excuse its absence on release, or the fact that you essentially need to pay $90 to experience the full game), an overall sparsity of side activities, some very poorly written characters, and are overall very lackluster games save for a few popular features such as the aforementioned Raids. Even the Wild Area, as neat as it is, was waaaay oversold in pre-release marketing. What was supposed to be a massive open world area with multiple biomes that spans the entire region and can be explored for hours can in fact be navigated in about 5 minutes.
I don't think quality over quantity is inherently an invalid argument, I just don't think you can fairly apply it to Sword/Shield as the quality just isn't there. The potential for quality is, and if the games had been given, say, another 6 months of development time, they might have been truly amazing. Hopefully they'll learn from their mistakes and build upon the foundations that Sword/Shield laid, and the next set of games will be truly amazing, but I can't truthfully say Sword/Shield are in a way that would justify Dexit.