These things should be set up so that you can order a physical copy of ANY GAME if the dev/pub can get a certain number of pre-orders at a set price that would generate profit.
IE; At 5000 copies, those copies would then be made and shipped out - and you'd be billed at the time they went into manufacturing.
It would all be done either through Sony (if they wanted to make it easier) or the dev/pub with them simply gauging actual interest (pre-order $) before actually printing the games.
I really don't understand how in a world where you can buy a 3D printer and print yourself out most of a car it's impossible to have someone pre-buy a game until they have enough profit to print them and everyone benefits.
This is the 21st century people, evolve your services! =P
If it's all set up through Sony, that would mean Sony would be the ones setting prices for case/disc production as well as the ones responsible for production and fulfillment... which would effectively make them the publishers. Few publishers would go for that.
If it was through publishers, it would potentially require a lot of work and create a lot of issues. Do you take money in advance? If no, then what happens when you reach your number and 50% fall through? If yes, then how long do you keep that money in escrow before refunding (and who pays for the accounting of that?). And how in the world do you time your physical release with your digital release?
A better system, perhaps, would be some sort of 'print on demand' setup where a publisher can send the disc image, cover art, and perhaps a generic fixed page insert and people can order a single copy at a time. This is done in the music and book industry quite a bit, but I'm sure there are all sorts of impossible hurdles in the console industry since while you can write any book you want, or make any cd you want, consoles are protected ecosystems, so it's extremely unlikely.
There's really no easy solution that I can think of. It would be great if publishers did do some sort of 'interest check' to see if it's worth a print run, but ultimately I think a lot of publishers are perfectly happy going purely digital. It's a hell of a lot less work, it's a hell of a lot less risk, and it's a hell of a lot more profitable per sale. Small teams, especially, may simply not have the time, desire, or skill set to put together a physical release of any sort.