Over time, I've seen a whole lot of criticisms come by, some valid, some less so, but the ones that usually blindside me most are the ones where the player is projecting a lot into the game, and then taking the game to task for their projection.
The entire game was written on the premise that the characters are not in a "family mindset" if that's how we're putting it. They're not related by blood, and even if some players modify the game to make it appear they are, none of the characters are motivated by or hesitating over some inherent "wrongness" of their relationship, because there is no inherent wrongness to the relations out of the box, and that was how it was written.
When they are hesitant, it's over guilt for what happened in the past, or if they're doing the right thing in trying to keep the group together in a certain way, and fear it will backfire and make things worse. But they never worry over how inherently "wrong" what they are doing is, because in its out-of-the-box, unmodified form, the story does not feature unnatural relationships, that's something the player added.
So, to hear someone assert there's 1000's on lines of the characters saying what they're doing is wrong, that's... well, let's be generous and call it a hyperbole. But what it truly is is the player projecting their notions on those relationships (that they modified in to begin with, mind you), and then taking the game to task over that projection.
Which is not to say that player is somehow wrong in coming away with that experience. Consuming any sort of media is a highly subjective experience, and that doesn't stop when you modify that experience either. But in the end, that's not on the game, that's their own doing.