Seeing a lot of people bashing the management mechanics so I figured I'd throw my two cents in.
Right now, the state of the game proves to be a powerful framework to support content, but not much content actually being supported. That means two things.
One, the mechanics are disproportionately complex. Stats that don't do anything, lots of planning and math for no real purpose or gain. I'm not saying the mechanics are too complex in a vacuum, but the complexity doesn't feel warranted for what you get out of them. The fact that there are 4 servings of mozzarella in a block that costs $5 and weighs 0.5 kg means nothing when there's no meals that use mozzarella, and even if there were, cooking that meal would have basically no unique effects. Listening in on the bedrooms is four separate dice checks for a lot of clicking that ultimately amounts to nothing. So it all feels like bloat, not interesting mechanics.
Two, a big empty world in which events could happen anywhere, but don't. If you don't know what events are available to see (and the game doesn't tell you about events that aren't on the main quest), you could find yourself compulsively checking every room "just in case" and never find anything new. Which is tedious and unrewarding.
Again, I'm not saying this framework is inherently a bad thing. If development continues, there may come a point where these mechanics are valuable to support the level of content in the game. I look forward to that day. But right now, the power and complexity of the framework promises a lot but does not deliver.