Came across this interesting talk where Adriel Wallick talks about creating 52 games in a year. The main take away to me was how the constraints of delivering a game per week made her have to deliver a new doable idea every week. Delivering these ideas made her realize the big difference between the awesome ideas she had in her mind and the realization of these ideas, and how they did not come through as intended. A side-effect of delivering so fast was that she got those ideas which she thought was awesome but really weren't out of her system and forcing her into being really creative.
A similar approach should be applicable in science were exploring small creative ideas in a fast pace removes perfectionism and enables creativity. Again, this is sort of similar to the rapid exploration loop: (1) deliver, (2) upgrade, which forces one to ship first, and make it better later.