Crunch exists because of poor management decisions, the encouraged culture and consumer expectations. In that order.
First, upper management has to make sure leads are monitoring their staff. They need to make informed decisions (hopefully also with empathy) that preserve the mental and physical health of their employees, who are critical assets.
Second, everyone has to be highly skeptical of crunch culture. There is a wealth of medical journals and studies showing the dangers of overworking. Just because you can push yourself that hard, doesn't mean you should. I see some developers posting here, and while I trust their hands-on experience with this topic... I don't feel it is out of line to suggest that their acceptance of crunch culture doesn't have ramifications they aren't considering. In a workplace environment, widespread acceptance of an overworking culture can lead to others not mentally or physically equipped being swept up into it by proxy. We have seen in the last year or two of reporting on this topic, a company says you don't have to crunch... but individuals feel obligated to. They don't want to be ostracized by their coworkers or given sideways glances by management.
Oh, and even if you work at a large company with benefits, don't forget your ambitions might be something that has to be realized with the help of outside contractors. We all know there are eastern Asian developers who are essentially asset farms, and it isn't a stretch to assume their working conditions are comparably poor.
Thirdly, consumers need to bring their expectations in line with reality. We also need to stop with toxic waste dumps of rabid user reviews, social media threads and support forum spam. In this day and age, the average consumer has a bounty of resources to make informed decisions. You shouldn't pre-order games unless there are physical supply issues you want to avoid. You shouldn't purchase a game on launch before reading press reviews and or researching technical evaluations posted by the likes of Digital Foundry. On PC at least, most platforms now let you refund games in a quick and convenient fashion.
Before you bite the bullet and buy a game, take some responsibility for knowing what state it is in. If you do buy it and have problems that aren't extraordinary, give the human laborers who have limited resources to test for the countless issues any one user could have time to fix it. Also, report your issues to the developer through whatever official channels they've set up (if you're willing). A detailed analysis and constructive criticism go a long way towards your desired goal of better services and products than hammering expletives and insults into the brains of folks working in tandem with dozens/hundreds/thousands of other specialists to make your luxury product function to your liking.
Also, right as I wrote all this out Crowbcat posted a new video about Ghost Recon. I know a lot of folk had issues with Ghost Recon Breakpoint. Making a reductive mockery meme compilation isn't helping. We sit here and laugh at the expense of developers just doing their jobs, which at worst blunts their morale or at worst causes them psychological distress. It also makes executives and investors sit up and take notice when their marketing and relations people bring in charts of social media impressions that look like the stock market crash of 1929. That attention doesn't always end up working out in the consumer or developers favor, either.
Oh, and don't mistake this as letting developers off the hook for launching broken products. I don't. I also tend not to buy broken products because it's really easy to avoid. Plus, even if I did buy something and get through it and have issues, shouting into the void about it isn't useful. Not everything can land on the positive side of the law of averages, including our entertainment.