To be honest, I'm not sure what do you mean, but whatever it is, the answer will always be: do it right
There really isn't a single scenario in which doing something wrong will help anyone at anything. And the whole idea of UX is to IMPROVE experiences and processes. And that includes saving development times.
You say resources are limited. If you do things wrong, you'll increase the need for more resources, leaving only 2 paths:
- spend more time/resources to solve something that should have never existed
- Launch something incomplete or wrong
As you can see, it's a lose-lose situation.
On the other side, if you do things right from the start, developing the tasks in a modular way, you'll be able to do your work as expected and developers will already know what to be prepared for. Additionally, if they are in developing stage, chances are they will be ready to do whatever they are told to do, including.... proper UX.
Read item 1 on this page (extract below)
Developers’ time is extremely valuable. In a perfect world, developers
would spend 100% of their time building awesome new products and
features. In reality, an estimated 50% of engineering time is spent on
doing rework that could have been avoided. What’s more, fixing an
error after development is up to 100 times as expensive as it would
have been before.
Final thought:
how do you do things wrong on purpose? One thing is failing trying something we think will work, but it doesn't. We all have gone through that (hence why we test so much). Another different one is to do it wrong on purpose. Personally, I'd need to think hard on how to do things wrong on purpose. I imagine it would be something like "theory and experience tells me things should be like X. Then do something else randomly", but even then it would be something difficult to grasp (conceptually speaking, it's like saying: "I'll unlearn what I know")