This is an insane argument.
Making money is the only way these things are viable.
So there are only 3 paths
No money -> Abandoned game -> no sloppy/slow updates
Money -> WIP game -> no sloppy/slow updates
Money -> WIP game -> sloppy/slow updates
Because this chain literally does not exist
No money -> Abandoned game -> sloppy/slow updates
The sloppy/slow updates are purely developer dependent.
L&P's AWAM is probably the worst example of developer milking money, along with the ones you mentioned
On the other hand you have
Changeling Tale , Roundscape Adorevia, Mist, Karryn's Prison, Good Girl Gone Bad, and so many, many other games that exist only primarily possible because
1. they were given a lot of money.
2. The developer was passionate and worked hard + paid other devs to work on the game
So far Animo has not under delivered at all, and this game is not anywhere close to complete.
Making a game like this probably takes hours to make, and you need completely separate skillsets to
1. make, animate the models
2. design and make fun and balanced levels
3. get things optimized so people can actually run it while still looking good
And also the content this is extremely hard to monetize, because everything from patreon to discord to paypal / visa will ban you without warning.
In fairness, that same chain you described incentivizes the laziness. You have people giving you absurd amounts of money for a cake you've barely started cooking and don't seem to care how long it takes, broadly speaking. If we apply the usual statistics of subscriptions, a third give or take sub and forget.
Over time, you have people playing what? 100? 200? 1000? For an incomplete game that will probably be $15 at release, earning you faaaaaar less for way more effort. It's easy math to a lot of people.
And the longer it takes you to develop the game at your base, the longer you get bigger payouts that single purchases. This is, ironically, the very reason why big corps are so desperate to normalize subs.
The problem IS the dev as you've said, but it's heavily incentivized by the way patreon works. The games you mentioned like Mist, Karryn's Prison, etc, only exist because "The developer was passionate and worked hard" and nothing else.
The vast majority of games release with prior funding. Heck, most independent content, from youtubers, streaming, self-publishing novels, begins that way, and the money comes way later. This is actually a unique situation, and many of those games you mentioned have been in dev longer and made more money in the same time period than some of the most successful SFW indie games exactly because the subs are worth more than single purchases.
I'm not anti-patreon, and I myself think very highly of devs who actually respect their supporters and don't take the money they're being given for granted and never forget why they're getting that support.
But
you also need to gulp down a bit more realism here. The sub/patreon/subscribstar/whatever system inherently incentivizes and rewards it much more than continued hard work ironically would pay out in many cases. And we have a distressingly high amount of devs that are indeed seemingly milking it
hard.
Maybe the worry is a bit overblown for this game, but you can't blame people for being tired of this. It's literally why kickstarter is a joke now and barely any major games are crowdfunded anymore unless they come out with a 90% playable protoype. And all the remaining big ones (Ashes of Creation, Star Citizen, etc, etc) are all crashing and burning now, making crowdfunding look even worse.
So yeah. I don't begrudge devs using patreon. If I ever made a game, I would too. But I'd also respect my supporters and be wary of the concerns surrounding this kind of support.
Animo is at least making progress. I think his biggest mistake was scope, as always. He bit off too big of a chunk instead of starting small, polishing that, and using it as a foundation to build upon.