A system where there is ultimately a single thread driving things and only uses other threads to offload work into is much easier to understand, test and bugfix than using fully distributed scheduling.
I can certainly belief this.
I have also architected systems that did highly threaded work loads (several hundred to 1000 threads) in production critical applications (manufacturing test for major OEMs).
I have never attempted a game engine, so it is possible that this is a more difficult task.
Still, it will have to be the future IMO. IPC and clock scaling will not be increasing nearly as quickly as cores (and hasn't been for some time now). Either games will stagnate with IPC and clock scaling, or they will figure out how to effectively manage lots of threads at a low cost point.