People are frustrated because this sort of system creates a nasty feedback loop that grows exponentially. If done badly enough it might even soft lock the game (though this is obviously not the case right now, but it certainly does DELAY a lot of the action present in this version). Please, dev, watch out for those. I can sorta see how that church tries to equalize it but at that point in the game the player might be too deep in the low points from all of the intro scenes.
This is a big conundrum to solve as is, but it gets EVEN WORSE because the game only shows options that require [more than] a set of points, and none that require [less than], which makes the low points players feel like they're playing "the wrong path" instead of just a different one. And I know this makes it seems like I'm asking for a two-path solution, which would double the amount of writing, but there's an alternative that doesn't require a lot of writing at all: Make some options only show up for people with less than X points, not to create a fork in the story, but just to create a quick little scenes to raise a few of those points if they want to.
I'll do something that makes me cringe every time I see people do it here but I'll risk throwing a little idea for the dev about those intro sequences (before free roam): present a little fork in the story that only shows up for people with low points, so that it gives them the opportunity to go back to a high points game before the start of free roam.