To expand on this a bit, what happens when you copy games, and Ive been in many scenarios where this happens (not EA, other places) you go with this mindset
"well take this and this from BotW, but this from Dark Souls and the economy from Horizon" (those are just example names)
You do that, copy copy copy, then you realize after 4 months it doesnt work quite well. How do you fix it? Then you start having doubts, do you keep going and hope it fixes itself or pivot in time to fix it?
If you were making a copy/paste game, you were already a coward, so you pivot, of course, you always pivot. The new thing is a bit more BotW, scrap the Dark Souls Part and the economy is now based on what NieR did, because NieR just came out and everyone at work is playing it.
Nevermind using your, you know, game designers to come up with any creative solutions, that shit aint proven! We must look at the market and do what works! It makes sense, after all, because you havent trained a team to be solution minded, you instead instruct them to copy other games when faced with a problem instead of trying to come up with a solution. This happens super often, nullifying hiring great talent when all you do is not use that talent and instead task them with borrowing shit from elsewhere.
You will repeat this dance until the end of dev time. You will probably get cancelled along the way because your publisher will be shocked by the lack of progress when, yeah, no shit, we didnt work on the game for 2 years, we worked on 5 games that died after 3 months. If you are very lucky youll ship and who knows! Maybe its good? Its really random at that point and if it does well, nobody on the team will know why so dont bet on repeated success.