Quote: "Don't you think that's a bit paradoxical?"
No. How good your project looks is less of a factor when looking for artists, but even stand-in programmer art is a good indicator for artists, so although it depends on the project and your own skill set - having bad visuals shouldn't deter artists from your project. For one thing, when the visuals are terrible, the artist can take full ownership, won't be stepping on anyones toes, and would get a lot from a project where they were in control, supported by someone who can deal with the code side of things.
Having things ready for artwork is far more important than trying to draw your own to a decent degree - it's a better way to spend your time, because artists can step right in and start replacing the stand-ins.
You don't have to do everything yourself when trying to get your project to a team request level, in fact it's usually a bad idea to try and do everything - you and your project has to appeal to the sort of person you want on your team. If it looks like your trying to do everything yourself then people will assume that will stay the case - but if you openly admit to the skills you are lacking, then people know that things will only get better, and they could be part of that.
One other reason to concentrate on stand-in art, is you can show the artist exactly how you'd like to see something done, like an effect. You might have a particle system in place and using simple coloured circles you could show your particle explosion to an artist, and they can envisage how it would look with real textures on the particles. Try and make your own particle textures on the other hand, and the artist is more likely to want to redo the whole thing.
Of course some people can happily solo projects, in my opinion the quality of DBPro games has nothing to do with the number of people it took to work on it, it's a matter of starting with a good concept and executing it as best you can. The people who get things done around here are those who never assume they already know, never stop trying new techniques and learning new skills. Even if you get 5 great modellers and artists on your team, does not mean that you don't have to learn any of it - a good understanding of how all the media works in DBPro is vital.