Minecraft was a sandbox where you could either explore or build; exploring was very limited at the beginning because there was only a biome, and no PoIs, so it was mostly looking for places where the terrain generator had spat out something cool looking, and building, in Survival mode, was essentially grinding as you needed to collect the materials.
In fact, one of the reasons I never really got into building is that I would get bored of resource gathering after a while, and anything but the simplest project requires a great amount of materials. Sure, generators and farms could be built, and redstone made that easier, still a lot of work though. OTOH Creative mode, by virtue of not having any survival mechanic, felt pointless to me.
Anyway, the gist of my remark is that one man’s “lightweight” or bad gameplay is another man’s delight, as exemplified by actual walking sims attracting outright animosity.
That part of the audience that greatly enjoyed the trip, fell in love with NMS despite its shortcomings, and there’s where the Minecraft parallel surfaces again: even though it was an incredible success, it was routine to hear complaints about its being just too much of a sandbox, not enough of a game.
Ultimately, it’s about hating a game for not being what we want it to be, for failing to meet our expectations, instead of just taking what is there, or simply moving on. #pathtounhappiness