I think the issue is, Carmack didn't talk like a "normal" facebook engineer.
Supposedly you were meant to have you disagreements in private, and come to support what ever was decided. "hold your opinions lightly" The latest version of it was something like "disagree and commit".
This meant that you got a shit tonne of group think.
This pissed off Carmack no end, because it meant shitty decisions were let out the door. He kept on banging on about "time to fun". This meant that any feature that got in the way of starting a game up as fast a possible, would get a public rebuke. (rightly so)
People would reply with "but the metric we are trying to move is x,y & z" which invariably would be some sub-team PSC (read promotion/bonus/not getting fired system) optimisation. Carmack would basically say that the update was bad, and they should feel bad. This didn't go down well, because up until 2024 one did not speak negatively about anything on workplace. (Once carmack reported a bug to do with head tracking[from what I recall] there was lots of backwards and forwards, with the conclusion that "won't fix, dont have enough resources". Carmack replied with a diff he'd made fixing the issue.)
Basically Carmack was all about the experience, and Facebook was all about shipping features. This meant that areas of "priority" would scale up staffing. Leaders distrusted games engineers("oh they don't pass our technical interviews"), so pulled in generalists with little to no experience of 3D.
This translated in small teams that produced passable features growing 10x in 6 months and then producing shit. But because they'd grown so much, they constantly re-orged pushed out the only 3d experts they had, they could then never deliver. But as it was a priority, they couldn’t back down
This happened to:
Horizons (the original roblox clone)
video conferencing in oculus
Horizons (the shared experience thing, as in all watching a live broadcast together)
Both those horizons (I can't remember what the original names were) Were merged into horizons world, along with the video conferencing for workplace
originally each team was like 10, by the time that I left, it was something like a thousand or more. With the original engineers either having left or moved on to something more productive.
tldr: Facebook didn't take to central direction setting, ie before we release product x, all its features must work, be integrated with each other, and have a obvious flow/narrative that links them together. Carmack wanted a good product, facebook just wanted to iterate shit out the door to see what stuck.