I [dis]respectfully disagree with this statement.  There are tons of bad 2D fighters developed by bad developers.  Game design is an art, not a science.
It can mean lots of other things, actually.  There are many different aspects to IP ownership - you can own merchandising rights, right of first refusal for a sequel, distribution rights, port rights...you can gain or lose rights depending on how much money you bring to the project, you can gain or lose rights depending on whether you are willing to make concessions in other areas...law is fun.  We own exactly none of the Skullgirls IP, but that was a bum deal.  :^P
All that comment DOES mean is that we can't talk about the exact terms of the deal.
Because the people with the money realize they can flex and the people without the money realize they must go along with it if they want the money from those people?  That's capitalism.
We'd love an angel investor (the term means "someone who gives money without expecting compensation beyond being repaid, and sometimes not even that") but publishers aren't those, and thus far we haven't found one of them willing to give us anything.
The real basic answer to this is - we would go completely without a publisher in heartbeat IF it were in ANY way possible to raise the REAL cost of making a game completely without a publisher / from crowdfunding.
It IS NOT possible to do that, however, because most consumers do not realize what it really costs to make a game of a given scope/type.