I've found that polarizing characters are often among the most complex and well-done in a story even if it does take some time to come to appreciate them.
The problem with polarizing characters is, obviously,
they're polarizing.
For every player who embraces the complexity of a character's personality and circumstances and winds up loving them for it and appreciating their intricate narrative, there will be a player who outright
loathes them for the choices they make or the things they do (justified or not). For every player who appreciates why a character might be an abrasive asshole because of the traumas of their own past, there's going to be someone who just finds them incredibly annoying for being a total douchenozzle now. For every player who loves the satisfaction of slowly defrosting a tsundere out of her standoffish and abusive persona into a more loving self, there are going to be people who want to nope the fuck out right from the start because they have zero patience for that sort of shit. And so on.
I like Selene, but I can easily see why some people might not (and I can even more easily see why a hypothetical MC might go "You know what? Fuck you, fuck your sister, and fuck your friends - you forfeited any right to my sympathy the moment you ruined my life to save your own"). It's perfectly understandable that some players in that situation might want to actively ignore, avoid, or otherwise hate her for what she's done (even if they understand her justifications). The story can be just as interesting or valid if the MC chooses to never forgive her for using him. Or just tries and find a way to sabotage or kill the bad guys even if it gets Selene and her sister killed as well ("You were willing to sacrifice me and use me to get what you want, now I'm willing to use and sacrifice you and your sister to protect my family, everyone else on this ship, and the people back on Earth").
At the end of the story so far, MC is feeling straight up manipulated (even if we the audience understand Selene did everything under duress and probably does have genuine feelings for him now). Some players might absolutely want to explore that mindset and view her as "the enemy" rather than forgive her and incorporate her into future plans to save the day and live happily ever after.
Highly hypothetical... but I think virtually everyone would rather be with a somewhat complicated character on a spaceship between the stars than being entirely on their own.
I strongly disagree, if only because context matters.
Passengers mostly works because of the nature of how things are presented. The initial defrosting is an accident. He's alone for a year before he pretty much goes crazy from the isolation. After he wakes her up, their relationship progresses significantly before she finds out the truth. Then someone outside their pairing effectively justifies what he did to her, there is a major catastrophe that forces them to work together, and she's ultimately given a choice.
Now change those variables. Make the time he spends alone shorter, so he seems more selfish. Have the time they spend together be shorter before she finds out, so their connection isn't as strong when she feels betrayed. Have them have to solve the problems themselves without anyone else, so they never have an outside perspective to defend his position. I can easily see that scenario ending with her choosing to go back into hibernation. And if you go farther and take away her choice (so she's forced to stay awake regardless of how she feels), I could easily see her hating him so powerfully that she actively avoids him out of spite (or goes farther and tries to kill him out of revenge).
I can also imagine a scenario where he doesn't survive in the end (either fixing the ship or because she kills him), and now
she's the one left alone... until she eventually loses her resolve, wakes someone else up to keep
her company, and the whole mess starts up again.
Humans may crave companionship (at least most humans), but there are always other factors. Depending on
who you're stuck alone with, you might be willing to be alone if the only alternative is to be with someone you hate.
And at the height of despair, suicide is always an option.
Personally, if I were stuck on a spaceship with a woman I considered an enemy I can easily imagine avoiding her for the duration of our time among the stars.
Personally, if I were stuck on a spaceship with a woman I considered an enemy I can easily imagine trying to outright kill her.
It can sound incredibly harsh from modern societal perspective, but when you're trapped on a ship alone with no oversight and no risk of punishment, the motivation to strike back at someone who has utterly destroyed your life (and who may continue to be a threat) can easily be a powerful force. Simply by existing she's using resources you need (it's already implied the food dispensers can run out of food - but those supplies will last longer for one than they will two), and if she's the reason you're in this mess in the first place revenge can be a powerful motivator all its own. Then add to the fact that you're dealing with someone who is working with people who are actively trying to sabotage the ship and its mission, and who have openly threatened your loved ones - regardless of whether or not you believer her excuses, it might easily be justifiable that the rest of the ship's crew will be far safer with her gone than they will if she sticks around.
Now all the MC has to do is figure out how to seal off a given section of the ship, then vent the atmosphere out of any area someone is in. Sure, it'll kill Selene and her sister, but it will also kill the people actively behind it all. And there are sayings about omelettes and eggs, after all...