Now two things I have to say to this, first off, I don't give a crap what the original creator wants, they don't own the IP, more on that in a bit because I'm going to go through some thorough examples.
The other though is that people state "the original creator" like that has any real meaning. Now the director does have a hand in directing where the project goes, obviously, but many ideas and aspects of the game aren't theirs and too many unknown developers are left unknown for only one person to very often receive the credit. Often times this can be seen as a fluke, I mean look at Tabata who was the creator of Crisis Core Final Fantasy 7 who really just used influences from the previously created Parasite Eve to trip and actually make a good game, because not only was Type 0 a brand new game he was allowed to direct a pretty bad game, but also Final Fantasy 13 which he had three years to take what was already created and make a good game. Three freaking years for what we got. Is it fair to say that Crisis Core Final Fantasy 7 is a good game for the most part due to Tabata? I would say so because everything else he directed was trash, but the people under him before he quit the company to start his own studio as some super star developer are never going to be recognized.
However, being the director also means that if it's a bad idea, those ideas are shot down and the director determines what is in the game or not, and as much as I love Matsuno games, he makes near perfect games in every single way and then complete and utterly broken in one aspect making them truly unplayable, but this really depends on the game. And this is where I don't think they should care whether the original developer gives their blessing or not, because I'm going to point out several game breaking issues on many Matsuno games. The original Tactics Ogre is one of my favorite games of all time, but when you are literally two levels below the enemy, the enemy has a MASSIVE advantage over you, and the experience system is worse than it could have and should have been to be honest, it's not completely unbalanced, as they did add training mode and it takes no time at all if characters are more than one level under the highest level character to get everyone on the same level. Let's not forget how agility effects both speed and accuracy, dexterity has no use whatsoever, and you're required to cross class with Ninja or Archer to make people hit the enemy, and everyone knows just how broken these characters are.
Now, who do they have to develop and rework a remake of the same game on the PSP? Matsuno. Now, again, nearly everything in the game is perfect. Of course it was already a nearly perfect game, but there's not one, not two, but three major issues with this release that make it completely broken. Every time you get a new class it starts at level 1 and the class is useless. This requires an unbelievable amount of grinding if you ever want to use new classes. Weapons and armor have a level requirement, which a character even one level below is worthless compared to everone else because they can't equip equipment on par with everyone else. Tactics Ogre has some pretty huge maps compared to some of these games, and on the original game movement was good. Movement on the PSP version however was reduced. This means mages move three spaces at a time, nearly everyone else moves four, with Ninja moving five. This makes it an incredible slog to get anywhere on the map, putting far more time than it should take and despite reducing the power of archers, making archery even better than before.
If a developer wants to make a new game and they get the okay from the owner of the IP, I don't think it matters who develops it as long as it's good, because just because they're a veteran of the industry means nothing. IGA who is falsely branded the creator of SotN, he's not he only co developed it, has made several games much worse, and his first one Harmony of Dissonance, despite enjoying is a very broken unbalanced game that is nothing more than a rip off of the card system from Circle of the Moon with the different books and weapons as well as what SotN hoped to achieve. He happened to create a game that was on equal footing with SotN with Aria of Sorrow again, but instead decided that what if every enemy gave a unique spell or skill which was a great idea and it worked well. It worked well in the second game Dawn of Sorrow, again, a game on equal footing to SotN. However it was Portrait of Ruin and Order of Ecclesia that, while not bad, show that IGA really has no clue what makes a good game because these games were full of straight hallways with little variation, and both of these games, especially Order of Ecclesia were heavily effected by weapon type damage making the games even worse. Again, good and decent games, but major issues between both, oh, and once again reusing assets aka SotN as a sort of way to extend the game as both games had nearly half the assets reused atleast once. Let's not forget Lament of Innocence which had a good combat system was nothing but hallways, and then Curse of Darkness he felt the hallways were great so he made hallways even longer with these long, long, long hallways with nothing in between, only to make the combat even more repetitive(although the combat wasn't bad, it's like Dynasty Warriors yes, but good with some of the mechanics they added.) Don't even get me started about NanoBreaker. That game was complete trash.
So yeah. Excuse me if I don't have faith or give a rats ass what sort of permission that these directors give games. It's the development teams behind the directors, a good director will only guide the game to be a bit better than it would be otherwise.