People are talking about devs like they're some sort of prey who'd get scared and run away if we make too much noise.
The other side of the coin is to let's not forget that the devs are human, and nobody likes to be told they suck at their job - or that what they are doing is stupid or worthless. There's a level of thoughtfulness and respect that should be used to offer feedback even if it is negative. There is also a certain irony in people demanding more communication (reasonable) then spitting chips when they get it (understandable in some case, but still not wise).
I don't like the game being dumbed down and I agree with the sentiment that it is being dumbed down too much. However, there is a very clear answer to the question:
"Where are these players that want the gamed dumbed down?".
The answer is: not posting on this forum.
The game sold millions. This forum's membership is 1/10th of that, the regular participants are 1/10th of that, and the regular posters an even smaller subset of that. We are Bannerlord's 1%'ers people. The majority of the players don't even have an account on these forums, and they play less than 10 hours a week.
The logic is that we 1%'ers who want a more heavy duty experience can and will download mods to get it. The average/majority player will not, thus the game should be tailored to that majority.
When you think about it, it's actually hard to argue against that logic. HOWEVER, tailoring to the majority doesn't need to marginalise hardcore players to the extent TW's intentions and actions seem to be doing.
eg. Banners. A complex version was implemented, but then the feature got dumbed down.
When a feature has been built which has more complexity than suitable for the lowest common denominator, you don't remove the complexity to the detriment of more engaged players, you improve the interface to it so that the lowest common denominator isn't overwhelmed, and others can still access the full feature. The depth of a great game is accessed along paths of discovery which allow players to venture down them as far as their interest and engagement level allows. Don't build a wall across the path to "protect" the casual gamer. Good design is more sophisticated than this, but at the very least in this example the game could default to the basic banners with a button to switch to "advanced mode".