We're all guilty of that to some extent or another. Doesn't mean we shouldn't really, really try every now and then.
The other problem is that your early maps are generaly of a lower quality. it takes a few tries to get it right. Having many concepts on that part is not such a bad thing as you can learn from mistakes. However, trying to fix problems is a skill you also need, so having 7 maps <a3 state isnt good. yet if of those 7 maps 4 would have reached a7 and still come out bad you can still use areas from those 4 maps. As there were definitely parts that made them good (as if it was realy bad we would have advised you to restart it). Deciding to drop a map however is just as important as deciding to continue with one (cough tc_ramparts and tc_invasion being my dropped maps).
Restarting a map fresh also has advantage of learning that some things dont work, yet the idea might still be good. Intercept had quite some iterations that didnt even reach public. I had a few areas reconstructed as initialy i just ran out of space to make everything fit. And for detailing i initualy had a space base, now its egypt. Skullcove was initialy ment maya style, it became halloween. And all of them already had steps to give it a diffirent style.
Maps can change alot. Sometimes they might not end up as the idea you have yet still remain good.
Just be positive and try to use areas that worked, even if that is in a diffirent map. Dont rely on visuals too much (doing so has a high chance for bad gameplay), if an area plays well making the visuals isnt realy a problem as there is often plenty of building space. And many times with good gameplay the layout automaticly becomes a very nice area in its shape.