Development of
anything substantial is an incremental process where parts
must exist in an unfinished imperfect state for a time. Managing those priorities and letting parts exist as scaffolding and/or barely working stand-ins is a core competency of our field. e.g. You're not a perfectionist when you used expensive artist-produced "perfect" stand-in art instead of programmer art, you're just incompetent and wasting resources on stuff that won't likely make it into the shipped product.
I've seen many "perfectionists" hide behind this moniker when infact they're just incompetent when it comes to prioritizing what to do, how much to do it, and in what order.
You're not a perfectionist when you spent all your time making a "perfect" ECS at the expense of actually completing a playable game, when the latter was your actual goal. You're just a failure/incompetent. But "perfectionist" certainly sounds better for the ego.