Again, it was stated in-universe that people were lucky to get copies on launch, that doing so was difficult, &c. There were exactly 1000 beta testers and 10000 launch-day players. That's not "didn't sell well", that's same old same old limited edition bullshit.
That is the excuse it makes. But typically you don't intentionally under produce a product by only selling less than 1% of the demand.
Usually you sell at minimum 20% of the demand, maybe 50% (Preferably higher... the higher is better)... and typically before Christmas or some major gift giving holiday, that way everyone who tries to get the product is essentially beholden to buy it later.
That is how it works if you want more sales overtime by creating that effect.
I'll put it this way... The PS2 sold 500,000 consoles DAY ONE!
Now the VR device sold 200,000 devices over quite a few months (It sold relatively bad... But I let that slide that maybe it is a long sell because it is remarkably expensive... though apparently it still sold really poorly in the end)... and this game is the system seller so the vast majority of the 200,000 users would buy this game.
And they sold 10,000 copies intentionally... which is 5% of the demand and were planning on releasing newer copies very slowly (Which honestly I wish the excuse they made were manufacturing limitations)... Which would eventually kill the hype.
BETTER YET!!! the SAO which is a SYSTEM SELLER as in... The entire reason to get the VR Headset is just to play SAO... and while they are selling the VR Console (or PC attachment, I honestly can't tell) freely... They are giving the actual game a VERY limited release.
Meaning... That this device which has almost no games whatsoever's only game is nearly impossible to get.
Hmm what was that handheld device that suffered from no one buying it because there were no games for it and thus game developers didn't make games for it? OHH YES!!! the PS Vita!