I haven't followed this all that closely, but what strikes me is that Kickstarter doesn't make projects fail, it just makes project failures VISIBLE.
External funding or no, it seems like a lot of developers want to just do head-down on a project and grind away at int until it's "done", this is a recipe for failure in project development in general, much less something as complex and highly integrated as a game.
A Kickstarted project is a perfect candidate for "release early, release often", both before and after funding. A prototype that people can try out is the best imaginable way to prove that there's something to the project, and regular releases showing progress maintain transparency, elicit feedback, and blunt disappointment over missed deadlines (60% of a project on time (with a promise of continuing progress) is FAR better IMO than 100% of a project 60% past its deadline, or worse never.). Additionally, you *need* to be familiar with the outline of your project to make a remotely credible prediction of how much work implementing it is going to be.
Regarding Kickstarter encouraging unrealistic goals, don't make them, the onus isn't on Kickstarter, it's on the project. It's quite difficult, but you need to under-promise, and then work your butt off over-delivering. If your under-promised goal isn't good enough to get the interest needed for a successful campaign, maybe you need to rethink demand, or your priorities, but the last thing you should do is aim at breaking even, there should be a HUGE amount of space between your absolute best case scenario and your stated plans, because everything will not go the way you planned.