Absolutely. I have harped about TW's seemed lack of Game Design knowledge primarily due to this! In a single player game everything is about the Player, yet so much of Bannerlord feels like a simulation exercise where the Player either has no idea what is going on or has no agency on it (or often both).Indeed! It's beginning to feel like all of the "big features" that the game offers are more "under the hood-like" systems. For example, the way the economy works, the way workshops work, how to manage fiefs, how quests/issues are generated and effect the world, character traits, kingdom decisions -- all these things are meant to be a massive part of what is meant to make Bannerlord stand out, but infact the player barely notices these mechanics as they all feel so behind the scenes and out of the player's control, making them feel shallow, boring and inconsequential. (When they really shouldn't be)
The economy is the biggest example for me. Yes, it is complex and deep, but the Player has no freaking idea what is going on outside of some broad strokes and has almost 0 chance of affecting in an any meaningful way.
This means the player:
A. Cannot understand how this feature affects his or her gameplay
B. Has no way of interacting with the feature in a meaningful way
In a single player game, A+B means a feature, as is, should not exist!
Some parts of Bannerlord are quite impressive from a programming standpoint, but make for a poor Game.
The combat is truly this game's saving grace because it is, in my opinion, the only facet of this game where everything was created with the Player in mind and then effort was made to train the AI on how to use it well.