Can one always realistically do so? I suspect the underlying unspoken assumption is that one must be ideally informed about all the possible potential pitfalls and gotchas they may face when using any given technology. Aka having a very good (ideally, perfect) knowledge of the technology and its surrounding ecosystem.
It wasn't just once or twice when I've picked some very promising library or tool only to learn something isn't exactly as I hoped (or as it was advertised - docs can lie, too) after I've already spent some non-negligible time implementing something with it. Save for some teenage keyboard mashing some decades ago I'm not a game developer, but I suspect this is universal experience no matter the niche.
> Developers often fall in the (2) camp but don't admit it.
There's also a mixed approach, where people admit "I want to build this thing and use this technology, and I suspect they're a potential good match so I'm gonna try both at the same time". Any even slightly creative person must have an urge to learn and explore new things, even if they aren't exactly necessary for a task at hand. Checking on the promise, if it holds true - sometimes it does and you get a new tech you love, quite frequently it doesn't and you have a bad day.