I’m gonna have a shot at answering this, but obviously can’t get too specific for what I hope are obvious reasons! No, we don’t have Maya’s source code, but then, we don’t need it - we can do everything with plugins and scripting. If you decided one day that Maya’s hair system simply wasn’t good enough for your needs, you could write your own using the Maya API without having to touch the Maya source code at all. The same goes for fluids, shading, lighting, animation/rigging tools… basically anything. If we see something in Maya that we don’t like or that doesn’t do exactly what we need, we can make our own (and indeed we often do!). Blender’s new scripting features are cool and all (and definitely a massive step in the right direction), but hopefully you can see it’s not really on that kind of level yet? 
Tool-wise, here are some simple asset management problems that a pipeline is there to solve:
-
If I’m an animator, I’ll need tools that can search for and link/import all the rigs, cameras and sets that my shot requires into my current scene.
-
I’ll need to be able to see what versions I’m using of each rig/camera/set asset, and have a way to check if any updates or fixes have been published for any of them since I built my scene.
-
If a new version of an asset has been published, I’ll need to be notified of this, and have a way to “update” my assets in my scene to the new versions, but without losing the hard work I’ve already done.
-
If my scene gets heavy, I’ll need a way to unload rigs that I’m not using right now, but still be able to bring them back later if I need them (and again, without losing any work I’ve done on them).
-
I’ll also need a way to be able to switch between fast-but-low-res rigs and slow-but-high-res rigs for fine detail work.
-
And of course, when my work is done, I’ll need a way to be able to auto-generate a high-quality movie of my work to show the director.
-
My work will also need to be published and versioned so that the next person working on my shot can start using my animation. If there’s a problem with version 5, the next person down the pipeline can tell me about it so I can make a fix and publish version 6, ready for them to pick up.
-
If the next job down the pipeline involves using Houdini instead of Maya, then I need tools to convert my work into a form that Houdini can understand and use.
This is barely scratching the surface (this is just the animation department!). As you said, it is “like a database or SVN or filemanager”, but at the same time it’s a lot more than that. It’s a suite of tools and programs that mean no matter how many people are working on a film or how big the film is, everyone can work together with minimum trouble and confusion. I don’t doubt that at the current rate of development we’ll be able to do this sort of stuff with Blender at some point, but we can’t yet, and even if we could it’s a lot of work/time/money to invest - we’d need to have a very good reason for doing so to make it worthwhile.
Does that clear things up?
Karl
, 