You do with 1000 dudes working 40 hours a week for an accommodating production period.
Crunch is cramming. That's what it comes down to. Rockstar has X production expectations, management requests development and implementation of Y features/content, and producers/shareholders expect the entire work to be completed in Z time. The issue with crunch is fundamentally at the core of shareholder/funding versus management inconsistencies, the former delegating an often strict limitation on time and money, and the latter poorly managing that time/money versus intended scope. If Rockstar scaled back their ambition and detail, there would be little to no crunch in Red Dead Redemption 2's existing production cycle. If shareholders were willing to extend funding and budget and move the release date, you'd still get the same ambition and detail with little to no crunch.
Cramming is the worst of managers/producers overreaching and over-promising at the cost of day-to-day staff.
I wonder how long RDR2 would take to develop at its current quality level if it was mandated to work 40 hour weeks with zero overtime. An extra year, two? That doesn't seem that bad. Although..making one game 8-9 years is quite extreme.
They already delayed it by a full year...but this can also be solved by simply not announcing release date until the game is 99% finished and you are sure you will hit it.
Of course, there are companies that do not have Rockstar's coffers and have two choices:
1) crunch
2) go bankrupt
In which case I am not against crunch on principle, if the developers are compensated.