When prototypes are harder to build you focus on answering the biggest questions. I feel like you spend more time iterating on details in CAD, even when the larger idea is invalid.
But people who have only wrote software their entire life wouldn’t know that would they?
It’s like the econ prof’s who theorise about the theory of the firm but have never done it themselves.
The difference is all that pre-work. The problem with that is some things are only obvious after you've built one and it doesn't fit just right for some reason. That reason is impossibly harder to just reason about and figure out vs iterating where possible. For software things that's easier. For hardware, we have stories like the palm pilot engineer having a wooden block with them for a week before deciding on the form factor for it. Such pre-work is valuable, but if the cost of prototypes is way down, you can afford to iterate instead of trying to psychically predict everything up front. Of course that doesn't work for eg trips to the Moon, but most busineeses aren't doing that.
Most business software isn’t complicated to implement (i.e. it doesn’t require multiple prototypes to determine which technical approach is best). Usually for most apps you approximately know the technical implementation. What requires taste, experience, or whatever you want to call it, is the user experience and if your software actually solves a real problem. You can’t really just churn on prototypes to solve that. You will lose the patience of your user base.
Even so-called UX and product experts get stuff wrong all the time. Going from idea to prototype to feedback in hours or days rather than days or weeks feels like a superpower, at least in the very customer facing parts of what we do.