Well, there's a big difference between having a rape fantasy in a game you're playing, even if it's not your thing, and writing / developing a rape fetish game. It's not even setting aside the other fantasy elements, just what someone is comfortable being directly associated with. Like if I was part of a porn game development team and the game was shifting to have most / all scenes involve scat / piss I'd drop out, since it's not something I'd want to work on.
And I think just about everyone knows more options means a huge amount more development time, which is more likely to kill a small team project like this. There's a reason pretty much every multiple choice story requires either a massive a number of bad / alternate ends or a diamond shape. Obviously if a route lasts 1-2 scenes before you hit an end then the game doesn't bloat, but if there aren't those ends you have either a diamond or pyramid shape.
A pyramid shape is what happens when each choice branches to be separate from each other choice and continues for a similar length, you end up with exponentially more endings. For example, if there are only 2 choices that all go the same length you have the following:
Number of choices | Number of endings |
1 | 2 |
2 | 4 |
3 | 8 |
4 | 16 |
5 | 32 |
6 | 64 |
7 | 128 |
So many games will either have minimal changes between routes (like just a few lines of text differences), and / or go for a pyramid shape. The developer Telltale games are a classic example of this. No matter which choices you make, you'll always end up in the same are at the end of a game segment. The details of that segment will then only have minor effects on the next segment of the game.