i deeply empathize... for me there's nothing more frustrating than wanting to create but not being able to output, or for your output to feel subpar for your standards. there have been years where i've made the best art of my life and in the next i couldn't pick up my tablet pen - it's hard not to see that as a personal failing, when i call myself an "artist" as a part of my identity but having what feels like nothing to show for it. it's difficult to reckon with these feelings because i'm able to recognize logically that Productivity as worth and the whole protestant work ethic is a worthless capitalist assessment, but it's another to believe it emotionally about yourself.
i'm not sure if i have the best advice, evidently because of everything i wrote above, but i think it's important to see these moments as slumps rather than permanent misdirections (as hard as that is to do in a depressive moment!). when i'm in creative slumps, i try to do something radically different - i started game dev because i was in a horrible art block and felt like my future as a digital illustrator was quite bleak; making games allowed me to focus on other areas of creativity, like programming and writing and audio work, and the medium of games is so vast and malleable that you can shift your focus away from wherever feels painful. i think it's also helpful to have "learning projects" - my first game was made more or less to get acclimated to using the godot engine; i wasn't too psyched about its result narratively, but i still see it as a worthwhile project because i have a much better idea of how to tackle godot's workflow in the future. switching that mentality from "i want to make something people like" to something tangible like "i want to learn about these specific features" made me hate it a lot less.
solidarity! i hate platitudes when i'm in depressive moments, but i believe you'll find a creative outlet that's worthwhile, even if not in games.