It sounds like there were conversations and design elements that were seeking to make the game more engaging (though, more complex) and those ideas were scraped.
I am also really hoping that a Modding team will have enough access and dedication to create the game many people were hoping for.
There seems to be an identity crisis going on between people (and developers) who want a linear story driven fantasy RPG that is incredibly easy to play and those who want a more sand-box 'create your own story' style game that is difficult to master and more of a simulation (AKA: A game that forces you to get better at the mechanics, rather than babysitting you into thinking you're getting better (perks)).
It sounds like the leadership have decided to support the easier, more accessible (console friendlier) version of the game which means that people who were looking for a deeper experience are going to be consistently disappointed by where the base-game ends up (People who enjoyed Prophesy of Pendor or Viking Conquest, for example). << This is also been a touch point for Crusaders Kings 3, so it's not just taleworlds struggling with this.
I'm not sure if this will be an issue in the long-term: so long as the base game is solid and fully moddable (And there are some mod teams with strong visions and support from devs).
The thing about this is Game become such a complicated thing. There are people see it as a medium of art, while many trying to heavily optimize it to be as competitive as physical sports. You can call one that focus on simple pleasure a game, yet also those masterpiece-ish world-realizing ones, and I would think both are fair.
Like call a game of a genre, is we trying to align it to a defined expression. This should be a after process that help us understand a game, rather than making it. I think when we talk about 'depth' 'deeper experience',or say 'immersion', most of the times what we really trying to describe is 'true' game experience. The feeling that it is relevant and inspiring, which coming from the best of it's time and self-completion as a single thing itself to it's reasonable extend. It's like WoW didn't come to be because it's story or it's gameplay, which is at the time, and you can say still, the best although heavily competed, but because it's cohesion, completion as a single thing. This is the same thing about GTA is but not just a action story game. So my point is something like this: A good game is about good game experience. Then accessibility is to deliver this experience as much as you can.
I feel like this is a situation where shining objects on the surface take the eye. To me Prophesy of Pendor and Viking Conquest is great not because they have many features or mechanics. In fact I don't think VC is that great because it falls short on extend. Like it is not about just offering everything you can, because not realize them is worse. As a player we tend to notice what's more direct and visible, so we often pick the names. Like skill, or camp, I would even say balance. But the true symptom is more often than not beyond us. It would be too far to call them flavour items, and unfair, but in a sense of matter they are on the narrow extends. What I am trying to say is also not player can't understand thus their opinion/feedback doesn't matter. But in a way, I believe sometimes players, or say we don't know what we really want.
As you also mentioned CK3, take it for an example Ck3 is surely barren in many way compares to CK2. It is torched yes and I think many of those points are solid and true. But I also still think CK3 is way superior to CK2, even if we can't even properly manage city right now. So is BL to WB, to me. I believe people that want a 'deep game' won't be disappointed, by the regard of honesty in real way ofc not just expression, as long as native does it right, achieves what it set out to be, arrives at the extend and delivers a game experience it deserves.
Modding however is the kind of topic I guess. I do get the point, and from the Warband days, I completely understand what mod really is and how much Taleworlds' game can be done. But just when you come from a situation like not very good EA, when you perceive the game as unfinished, it will be a bittersweet process. In my opinion modding is to bring the base game to the next level at it's best, enhance the game at it's least, fueled by enthusiasm and inspiration. It's hard to see a modding community can eventually fix a game. Especially when the world trending to be more online, digital assets and virtual value is tangible as never. I am not very optimistic about the relation between modders and modders and devs.
Sorry if what I am trying to say comes as very confusing! It has to do with my not native tongue and rookie mind.
For the most part tho I feel like I share the sentiment and in a way agree with you.