Not to be evasive, but I think this is a "how long is a piece of string?" question.
Any development process that rates the quality of the code or the developer based on the rate at which code is written is going to inevitably favor quantity of quality. If you are writing the embedded code for someone's pacemaker, probably writing one line of code per day on average is okay as long as it doesn't result in any stopped tickers. If you are writing the embedded code for a doorbell, and then doorbell doesn't ring, someone can usually knock.
When I worked at Motorola years ago on the old analog cellular phones, some of the assembly code files might have four actual lines of assembly in them and 50 lines of comments. Does this count as four lines of actual code because it is four 68HC11 instructions? Or does it count as 54 lines including the comments?
What is much more important, in my opinion, is the discipline needed to produce the reliable, predictable progression of a software process and the ability to, if possible, guarantee a response to critical events. I don't think the basics behind this have changed that much even as the hardware has become more complex. Ultimately, computers are state machines, and we want the transition from state to state to be well defined. The process of responding to an external event needs to be well understood, starting at the interrupt or delivery of a bus message, to the queueing of the event, to the dispatch of the event, and any further alterations in the state machine as a result of the event. If the code paths become too complex or the priorities of events become unclear, the dispatch of events will become unclear and unpredictable and edge cases and race conditions result.
If your management really assesses productivity using code quantity, eventually someone will be left holding the bag for a monstrosity of code that simply exists to check a box, and its likely whoever produced the code will have wisely moved on from that situation. Engineering is hard even when you think you know what you're doing, and becomes doubly so when ridiculous constraints are placed on design.