akin to the MSDN Magazine camp of joel's portrayal of microsoft (Chen vs MSDN): https://www.joelonsoftware.com/2004/06/13/how-microsoft-lost...
So they end up building parallel implementations, rewriting from scratch, not realizing that they'll eventually have to maintain both implementations or lose a large chunk of their userbase (unless they're so well-embedded that the userbase has no other option, which I don't think is the case). When they finally realize it, its too late... and probably even leads to a drop in assigned resources furthering the delay till release of the implementation
The real world means you have to support both for some long period of time, because your existing users won't and many times can't switch because of myriad reasons you didn't think of, and if you can't both support the old and build the new, you have problems. Like this.
We're in an awkward position where we'd love to support the new features coming in URP/HDRP, but beyond plugin support we would also have to break compatibility with all of the asset bundles our users have contributed.
We managed to write scripts that fixed most (but not all) compatibility issues between Unity 2017 bundles running in 2019, but it's just not feasible to do the same for bundles between the old and new pipelines.
Really, it feels like Unity isn't supporting the developers who've been with them the longest and is instead chasing shiny new tech at our expense.