Devs making good games deserve to get paid and long-term Patreon support has to be the most lucrative way. I've got no complaints if they purposefully work slow to effectively get paid more. If they powered through to completion as fast as possible, they'd get very little. Even if the final version was behind a paywall, many would find a way to get it for free.
That said, the principle of being a patron is that you're supporting the development of whatever you're donating towards. The Patreon blurb literally talks about "fuelling work that matters to you", so in my mind, devs should feel at least somewhat obliged to move at a decent pace to reward their supporters. I'm not saying they need to work 60 hour weeks and I know it's not their fault if money gets thrown at them, but they should be hitting a minimum standard.
The problem has always been that the standards set by this community are so low. DC can effectively do whatever he wants and still maintain or grow his $60k p/month. The hard work was done when he was pumping out the initial releases, which got the interest and the money - now he can just sit back and milk it. That's the pattern for the vast majority of the 'big' games here and you'll see many of the same delaying tactics (i.e. repeatedly falling 'ill', engine reworks, art reworks).
Just a reminder that the current programme has full release coming around 2024, at which point DC will have collected upwards of $5m. That's if there isn't further delays (something tells me there might be...)