I think that what you are describing is a waterfall process. It sounds idealistic and works for most of small projects. But for a large one, it has been proven to fail. Ask any experienced programmers and writers. Like software and writing, a repeated revision process creates great 3D arts.
You can design each scene in storyboarding as much as possible, but there would be still lots of problems showing up while rendering. Let's take an example of poke-through in 3D rendering. The problem can't be detected in storyboarding. If you are lucky, you can detect them when creating the scene. If not, you will find it out after rendering. How about Sophia's face? Her smile looks so different with different angles of camera/lights, different color temperature, and different environment. Can you decide what to do with them in storyboarding? As far as I've experienced, answer is no. You can decide it partially when creating the scene. But in many cases, some poses looks unnatural in final render after OK preview. With multiple lighting sources, the render shows crazy artifacts sometimes. You can't anticipate that in storyboarding. There are tons of other unexpected problems you need to address in an agile way while producing final render.
That's why a rigorous revision process is required for professional rendering and why such rendering takes so much time and effort. That may be also one of the reasons that there are not many great 3D fan artists who are also dev for a high quality 3D VN.