I think something could be done while still remaining within the spirit originally intended for kickstarter.
For example, how about a % of the funds held back until delivery - say 20% for example, so the company could still spend most funds upfront. Then when the project is completed a vote is held as to whether the promises were met within reason.
It would be a majority vote weighted by pledge so the few dissatisfied people you'd get on any project can't derail the whole thing. But if the vote is in favour of the company they get the 20%. Otherwise it is given to charity, or something like that (could be returned to backers but wouldn't want to encourage them to vote just to get cash back).
20% is a guess and possibly this could be varied, or even agreed in the initial kickstarter application. If the company reneged on their promises they would still get 80% and have to produce all the games, boxes etc they promised to backers. But if a publisher came along and said "hey, forget those backers, what can they do anyway, I can get you extra cash if you go with DRM" they will have an incentive (besides their honour) to stick to their promises!
Ideally this sort of penalty shouldn't be needed but going by what is happening with these games it sadly seems to be needed. At the very least it would make developers improve their communication with backers to keep them informed of any problems.
Just an idea.
Forgive me for using ourselves as an example, but I think that will illustrate how this idea would have played out in our case.
20% of funds is held off. We got 75k from KS, so 20% is 15k. We ran on those 75k for 10 months. It means that instead of looking for new funding in March we would have to do it in January or even December. In December we went to Greenlight. Now, when I know we don't have the money and those 20% of funds are not going to be released to us, I would stop production, and not go to Greenlight because that stops being a priority. And then who knows, but we might have end up like Logic Artists and go to a publisher because we wouldn't be able to continue working even to our origninal estimate of releasing in April. I don't think anyone would have liked this scenario. Well, at least not us.
What happened in reality - our Greenlight process and its (relativ) success attracted this new executive producer who is helping us out. It's easier to get funding when things are going well. When your KS project earns over 1m it is one thing, but for us every dollar counts. And this approach of holding off 20% is not something I can support not because I don't like it but because other devs might (and probably will, judged by statistics) end up in a situation like ours.