My point has nothing to do with consoles. Again, I get that there are dozens of different pieces of hardware you can stick together both new and old which can make it difficult to optimise for PC but older games didn't have this issue. Look at Arkham Knight which was pulled from temporarily pulled from Steam due to how buggy it was. Look at Assassin's Creed: Unity, Sim City 5, No Man's Sky, GTA IV, Deus Ex: Mankind Divided, the list goes on. Yes, at times it can be because developers are using a new engine and haven't mastered using their tools, but the issue of bad ports has cropped up a lot more in the last decade than it has in the early 2000s and 90s and I don't think it's lack of knowledge with using their tools.
If a game is unfinished or has serious bugs that need fixing then it needs to be delayed. Simple as that. Again, how can a small indie team have a much more polished game than Ubisoft or some other big developer at launch? It's even more insulting when consoles can run their games perfectly fine on a lower spec, but an expensive PC rig that's 10x more powerful struggles to run the same game? Something doesn't add up.
While I don't solely blame consoles for bad PC ports, developers are limited to what they can do because of consoles as a whole.
You stated yourself that you've only had your gaming rig for the past 6 months, I've been gaming on PC for about 15 years, I know a bad port when I see one, and I have lost my fair share of money due to bad optimisation and lazy developers. Again, there's no excuse for bad ports if we could get them right over a decade ago.