Developing for a console is a little easier than developing for PC. Consoles pretty well are guaranteed to have the same hardware, so its easier to optimize for those.
PC's range of hardware is vast, and therefore a little tougher to develop for and some companies are ill equipped to do so. So they farm out said port to a company that is supposed to be better equipped.
It comes down to the "Pick 2" scenario of fast, cheap, quality. Usually companies want things done fast and cheap, so quality suffers in the end and you get things like Arkham Knight.
Smarter companies learn from their mistakes, like Rockstar and GTA V vs. GTA IV.
They're not excuses, but they're reasons nonetheless.
And PC sales for some companies are harder to gauge. As I've heard in the last few years, digital sales are much harder to get numbers for than physical sales and less games released on PC are getting physical copies because its cheaper to put them up on digital distribution platforms.
Companies exist to profit, and they're going to try to maximize profit and eliminate cost. I've run a small business and even there overhead costs are insane enough to where you really have to find ways to cut costs and such to turn even the smallest profit. Its not easy for little guys, and the costs increase exponentially the bigger a company gets.
Again, quality should be a priority but sometimes projects get over budget and costs become a major concern so you have to start cutting.
Balancing those things doesn't always help the customer, and sometimes shit falls through the cracks.
Its how a company does damage control at times of crisis is really how one has to gauge whether or not said company is worth being a returning customer for. Nothing in life is perfect and sometimes the way we handle disaster shows worth better than getting things "right" every time. I'm of the mind that something that "never" fails is probably cutting corners somewhere else and disaster, when it strikes, is going to be worse.