You can't really get a purely objective metric- but PSABR is an example of a game that was "Unfixable" due to terrible core gameplay decisions. It didn't matter how much tuning or tweaking you did, or how much fanservice you had - that stupid scoring mechanic was going to make the game suck.
For every "bad game design" example you come up with that didn't succeed I can think of two to three times as many examples to counter.
Diablo 3 when it first came out had legitimately terribly core decisions. Auction house was ass, the itemization design was ass, the difficulty progression was ass, the character customization/stats were ass etc. The game has sold like 20 million to date, gets reviewed well and still has people clamoring for more. It took them 2+ years of constant patch releases to make this game serviceable.
Marvel Heroes also started out with horrendous design decisions on top of horrendous design decisions. They basically had to soft reboot that game recently but now it's also a decent game that enjoys decent success.
Don't even get me started on FF14.
Point is that we don't live in a day and age where the initial design of a game matters that much because it's a fluid process. Game mechanics can change, design decisions can change over time. PSASBR is no exception, they can change the core mechanics if they wanted to but it was too late for them.