So why didn’t it work when they tried it with DCA 1.0 and the Walt Disney Studios Park in Paris? The results speak for themselves. Give me one example of how this practice has helped when it comes to Disney Parks. The documentary literally just showed you what happens when you restrict the budget too much. That line by Eisner was them giving him a little shot at a rebuttal.
Because you are looking at extremes and throwing out all cases when your extremes fail. That's like saying 'watching what you eat leads to starvation and death'.
When a process is abused or used incorrectly it does not invalidate the purpose and effect of the process.
And examples like DCA failed for other reasons.. not driven by budget alone.
You want examples of where it did work? Look at most of classic Disneyland.. especially the world's fair exhibits. The practicality they turned to for many systems is a consequence of their time and budget. Constraints drive people to rethink and consider 'how can this be done better?' or even 'what must we do to even make this possible given our limits?'.
Putting limits is a rather standard way to defend against creep and force people to advance if the same outcomes are desired.
You are taking the case where they accepted compromising their OUTPUT and then blaming constraints as why. You need to go back and look at why those products resulted in what they did... and its not just $$.
And let’s say you re right - they do get more creative. What good does it do when the end product is inferior than if they had a budget ? Why should I care if an imagineer had to get crafty? I only care about the final product.
Lead a group of people or a project at a large scale and you'll start to see. Constraints are reality in getting projects complete. Real companies and groups don't live in the fantasy of armchair engineering.
Being 'crafty' is what allowed a small group of people to accomplish so much early on in such a short amount of time. And contributed in part to why so many of those things were able to be so reliable and have the concept used so successfully time and time again.
Look at the omnimover... and how effective and scalable that design is.. vs a design where someone would have said "it would be better if we just had motors and controls in every ride vehicle" and were able to pursue that because they had no constraints. We'd have a ride system that would have been antiquated multiple times as the motors and power systems evolved. Instead, we got a purely mechanical design that has lasted decades and been able to be the basis of numerous attractions.