I do think this is fundamentally still a problem of corporate structure rather than simply the size.
Control for example, is definitely one of the more experimental games that artistically pushed the envelope while still being pretty AAA in terms of budget, and its developer Remedy had nearly 400 employees. So to cope with the size of the project as well as the development team, they had 3 creative directed all working on the same game, and all 3 of them contributed greatly to the game’s incredible artistic vision.
I think the bigger problem nowadays is how many companies with nearly 400 people, would be willing to let only 3 people to entirely dictate the artistic vision of the entire project, without considering it too much of a risk to take.