The active player count determines the impact of a choice. And the impact determines the value of the plaints. Because there will always be complaints. Nothing ever satisfies everybody. What is unacceptable to some is a trivial glitch to others.
Shipping a game with a bug, for example.
If the bug makes thousands stop playing (Cyberpunk 2077 or more recently, Stalker 2) the publisher will respond ASAP. Given notice that a game crashes or is so unbalanced to be well-nigh unplayable, other gamers might opt not to buy until it is playable. Cash flow matters.
If its a few dozen souls complaining about how they are entitled to lovingly crafted human art for a picture in a temporary event, maybe not.
Teapot tempests typically die out in a week or less, after all.
Some gripes matter, others can be blown off. Especially if everybody else ignores it and keeps on playing. The concern of the many outweigh the concerns of the few, or the one.
Patching a game takes time and money to recode and then more time and money to validate that the recoding didn't break something. Management decisions are all about the impact to the bottom line, and the bottom line is why they make the game to start with.
Simple rule: if it saves time or money over the alternative, it stays.
And generative software does both, just like buggy releases in need of day one patches. Both will stay with us. No griping will change a thing.
Accept it or walk away, because they know "you can't please every one, so you might as well please yourself". (Rick Nelson, 1972)