It does matter.
Typically an alpha isn't meant to go on for more than 6-8 weeks or a few months to iron out basic bugs, and is typically in house testing..
The last time I worked on a large title, we had an 8 week alpha with private access for invitees, then we went to an open beta and release within 12 months.
If you're still in the alpha stage after 11 years, the whole process has completely broken and no longer makes any sense and is beyond repair, at which point you can give it whatever name you like - it no longer matters.
I don't really believe anything they say because of their previous track record.
You can make up any sexy idea - but implementing it in practice, at scale in a way which solves the original problem it set out to solve, is a different matter entirely - especially when applied at scale in a live environment.
The original game didn't have this scope, its was meant to be more like Starfield is now, the trailer video for that was a connie (RSI Constellation ship) landing at Area 18, it was a cinematic cut scene.
All of that game was scrapped, development on the game as it is now didn't start until about 2016, we got the first, very limited version of it in 2017, 3.0 and iterated on since then, adding the planets, space station, gas clouds ecte... the last planet to be added was Crusader, 2021 i think it was.
Its been neglected somewhat since then, all the rescores are on SQ42.
The thing about developing a game.
First you need to make the engine do what you want it to, in CIG's case that was basically building their own engine while simultaneously making what you do have work because they are building it in a live environment.
Then you build the tools that you need, again in CIG's case that meant inventing a lot of their own. Because these tools don't exist.
Then you build an asset library.
Then you make the game environment (the stage we are at now)
Then you create the mission loops with in that environment (some place holder mission loops are in)
Then you create game mechanics, like mining ecte... (quite a lot of that is in)
Then you bug fix it all (no point in bug fixing while building the game because you fix one thing, add another thing and that breaks the thing you fixed, Star Citizens know this all too well from experience)
And finally you polish it (where SQ42 is at now)
Look, the technology CIG have achieved here is phenomenal, yes its quite often broken, and it doesn't have a lot of mission loops, but at least now you understand why, it will get there and when it does it'll be an awesome game.