Well, I would suggest if a AAA game is fully funded beforehand, it's by businesses/angel investors looking for a return on that investment. And there's nothing wrong with that; it's the way investment works, after all. So I don't think that's "wrong" in itself. But when a AAA game attempts tiered funding, the perception from the community is, quite rightly, that it's seeking to make a profit to (at least in part) pay off the investors who invested in the first place.
"Investors" in most AAA games is just the capital of the studio/publisher though. At best they may leverage loans to help finance it. I'm not really familiar with outside investment coming in for a AAA studio. (And just to make sure there's no confusion from people that are reading, unless a public company issues stock they receive zero capital from stockholders, and unless they issue dividends stockholders won't see a penny from a game's revenues). If Chris had $40 million dollars and made Star Citizen, it'd be pretty much identical to standard AAA game development.
In the case of a crowd funded game, those businesses/angel investors have been avoided. Chris Roberts initially thought he'd get a few million from crowd funding and maybe $10 million from businesses/angel investors, but in the end he didn't have to. So although Star Citizen has used tiered funding, the perception from the community is, quite rightly, that it's going to the game; not to something that's already been paid for and is trying to profit on top of that.
At the end of the day, that's the big thing. All the Star Citizen devs, etc, will get a wage. But I don't see "mega profit" being made anywhere. Meanwhile, a AAA game under the old method of publishing and distributing, has to pay all those devs, etc, AND make a profit on top (preferably a mega one!) and that is really the big difference between the two. To be honest I think it's the reason why I think we will see more and more titles take a crowd funding route in the future.
The biggest difference is that Chris can sell zero copies of the game and be mostly unaffected (which is an interesting model - and as long as he keeps contributors happy and satisfied the model remains available to him). Every copy of the game sold after release is straight profit rather than recuperating any initial investment. We agree that it's a perception issue, but I disagree that Chris isn't looking to be profitable. If he wasn't, I'd actually be concerned, and if he isn't interested in making a profit that means he'd be okay giving the game away after release. I don't think he'd do that (admittedly I don't follow the game that closely since I've already decided I'm getting it). I'm curious if the backers would be okay with that, however.
Once the game is released, do you think perceptions on his current monetization would change (or that he'll even keep the current monetization? I could see it, because as you point out there's less of a perception that the money is going back to the game. I think it'll be interesting at release to see what Chris does and how people react. I do think the game will be very profitable, though.
It may sound like I am being harsh on Chris and crowdfunding. I'm not. I doubt the game would exist without it, and it's just a different model and I find it interesting to philosophize. Though if a game cost, say $40 million from a AAA publisher, I do think that there's a slight error with this statement: "it's going to the game; not to something that's already been paid for and is trying to profit on top of that." Yes they're trying to profit, but they're also trying to recuperate initial costs. The advantage of crowdfunding is that the initial costs are directly paid by the customer, although those contributors won't be included in post-release sales either.