Lol, that sounds either like complete actual BS or the shittiest code in existence (which would be an achievement, since in RPG Maker MV you only code for the plugins, rest is literally editor features).
That issue can be fixed in about 50 different ways; at most, AT VERY MOST, it would've taken him 1 more day to find some fix that satisfies all his needs. He missed his current last deadline by 8 days now. It's actually beyon rtaded to believe a simple overzealous path finding algorithm for enemies could reasonably be the cause of such delays, anything that went beyond 3 days of such irrelevancy should've just been cut off (and he had an easy way of doing this by temporarily downing their speed to 0, as another commenter suggested, so that the players got both to fight the new enemy, and Teary would've bought himself more time to fix it in a bugfix update while still delivering close to on time.
That type of reasoning is not conductive to getting good products. Teary has the initial duty of presenting us decently good product for us to the justify giving him money according to the quality of said product (and the quality of the delivery, in this case).
You don't give money ahead of time to an unproven source to then expect the good product, that's like putting the cart before the horse. If he doesn't work towards earning 3-4k each month, there's no reason for anyone to blindly give him more money than he currently deserves in hopes of him improving his product to then deserve those 3-4k. Even on the balance of past behavior, it would be far from a safe bet to expect Teary to improve his content delivery in the future.
Lastly, from what we've seen so far, Teary seems a bit stubborn in working on his project on his own, so an increase in revenue would likely not result in a new hire unless the community manages to force him into that decision (i.e: leaving his Patreon en-masse bcs of the delays and badgering him all the while to hire at least 1 more programmer).
Situation's made even worse by his own bad coding (and gamedev) practices, which would put off a number of new programmer hires from tackling the job. Programmers can have different expertises, even within gamedev, and not all of them are that proficient at debugging other's code.