There were problems, but they were problems of a distinct and different kind.
Back in the early 1990s you'd get Microsoft Office from the store, as a box containing 10 floppy disks. And they had to put a lot of effort into testing it, because patching was impossible. And of course it was fully offline. Perpetually licensed, with paid upgrades.
The problems were instead things like "this notionally multi-user OS is just a single-user OS with a decorative login screen" and "any application can crash the entire OS" and "spreadsheets auto-run macro viruses" and things like that.
'always online' has created a whole new set of buggy from a lot of companies. For example cyberpunk is NOW a playable game. Launch date was a very mixed bag. 'fix it after launch' ugh.
> cyberpunk is NOW a playable game
I never had problems with cyberpunk but I think I know why: I built a new PC right around its release and it was good enough to play it smoothly on 4K medium or HD ultra.
When I checked to see what 4K ultra looked like, the graphics latency caused a bunch of scripting to fall apart and the game glitched really bad.
IIRC the console release was notorious for bugs, so I assume consoles were not performant enough to run the game buttery smooth nor could they be easily upgraded.
I encountered bugs when it first released even with a decent PC. IIRC there was a mission where you were running away in a truck, and it would crash every time at a certain point so I could never complete it. Also the whole save file size limit debacle, where they never actually removed deleted items from your inventory and the save file would reach a certain size that the game could no longer read (10mb or something like that)