'course there is, but Schafer and Gilbert have been in the industry for some 40 years combined, and Double Fine seems to be nicely run as a pretty tight ship.
I think that's a case where it shouldn't be too much of a risk.
It's a pretty big risk too. But for a digital project like this with a limited number of physical rewards that risk is pretty small.
For a project that's about physical production there are serious risks that smart folks should be wary of. It's one thing to produce a limited run of products (say, a few hundred) it's another thing to have to produce tens of thousands in order to satisfy pre-orders. For example, you might have a small team manufacturing stuff and you might be able to stretch out your production run from a minimum of a few days or weeks up to a year or so and that'll buy you a factor of 10 in production output, but if you get 100x or 1,000x pre-orders you may have to go to a dramatically different production system and hire staff, which could be enormously risky.
For games, yes I think there is. If you have too much money, you can drag it out, always adding new things, etc. If you are making a new OS (or web broweser, or something), then with more money you can develop more/better software. Linux has been under active development for 20 years, and will likely continue for many more years, Linux will probably never be "done", but a game can be "done".
I think that's a case where it shouldn't be too much of a risk.