That's not it, obviously, but because I like talking game development I thought I'd shed some light on this one. You can point at any individual piece of work and say "But that's just one thing! How could you not spare the time for this One Thing?" And on a case-by-case basis, that's often true: you could have set aside the other One Things that you were signed up for, and instead of making those, you could make That One.
But what if someone else, say Animation, was waiting for that Original Thing... the one that you were already signed up to make. Because you took the time to make the New Thing (and it's great! Everyone will love it!), Animation doesn't get the Original Thing in time for them to do their work; and it cascades from there. Now everyone that needed Animation to do their thing is waiting around for them, and there are waiters waiting for the waiters, and of course we're not talking about Just One Thing, because games are complicated and there's Always A Lot Of Things.
It's really tough, which is why the scheduling of work ends up being so important -- it's not something I valued when I first got into game development! "How could you not make the time for that One Thing?" I used to ask. "I can't believe they didn't let you play as Solid Snake in the Big Shell!" I used to complain. Now I kinda get it, though.
So sometimes we look at the massive amount of things we're doing for the year, and we make what we think is the best decision, and sometimes we're right and you guys are happy; and sometimes we're wrong and it turns out a new steed is super-important to you. File that one under We're Always Listening, and when it comes time to make a decision like that again, I bet it'll factor in.
MoL