All complicated commercial art (movies, series, games, music, designed spaces...) has its budget as a key constraint of what is built. You don't get a new season of an anime that looks 4 times better because of a random genius: Someone evaluates the money it will make, and somehow decides that increasing the animation budget will be worthwhile. It was the same when it was animated by hand, with huge cameras and cels, than in modern digital-first animation, and whether it's using plain hand-ish drawn 2d, or using 3d models for some shots. The art is tied to the budget, and maybe the next season the budget is 2/3rds of what it was before, and the technical quality drops (see One Punch Man, Blue Lock and such)
So when an artist looks at AI, it's unlikely to be as a tool that will build a whole piece: Insufficient control, and currently nowhere near good enough to do more than occupy space, like a little painting in a hallway or in a hotel room. But it is something that can be used to better spend the budget in places where it'll be more impactful for the quality of the piece. Not unlike how CGI is often used today in places where it wouldn't have been 20 years ago, and it's aiming to be invisible. Not because the shot was impossible, but because it's cheaper.
Treating AI in art as a moral thing will end up being like the people being against synthesizers in the 80s: It's a viable creative choice for some things, but ultimately not a good expectation for industry direction. Ultimately the vast majority of art is commercial, and we'll see shortcuts being taken for budgetary reasons. Nobody is manually animating every detail of every mesh in a game like this was Toy Story. And even though doing that would produce more work for artists, it wouldn't make better games, really. And we'd sure have far fewer of them.