The more time I spend working on startups and less at BigCos, the more I value the non-technical train of thought - unburdened by the implementation details. Sometimes those people are needed to push the envelope. Clearly, Fortnite is doing something right. At any rate, it's not a coincidence that most great companies have someone at the head that _mostly_ knows what's entailed by the dreams, but proceeds to dream nonetheless.
Somewhat (obviously to within reason) decoupling design decision from what would be easy/convenient for the developers to implement is often the right thing to do from a business point of view.
Obviously dedicated testers can't fix bugs themselves, so cannot be to solely to blame for bugs. Similarly, it's possible to write bug-free software without a dedicated tester, so testers can't receive full credit for bug-free software.
However, a testers job is not to play a game haphazardly. Rather, the job of a tester is to develop a methodical way testing software that is under rapid development. This can mean creating test plans, understanding the most important user flows, understanding common failure scenarios, and even light automation. Games are hugely complex pieces of software. This large breadth means that the test workload is too big for the engineering team. Also, the systems underpinning a game are usually very tightly coupled, meaning that changes in one system can break things in a completely unrelated system. Having good testers is an integral part of delivering a bug-free experience in this type environment.