I get that it feels bad to miss content, but calling it retarded design is extreme. The game is built around choices having consequences. Sometimes you gain something, sometimes you lose something, and that is part of what makes each playthrough feel distinct.
Taking the Wisdom option is a valid path that leads to a different outcome. Not every route will unlock every piece of content, and that is intentional. It is not as if you are permanently screwed for the entire run. You simply took an option that closes one door while opening others. The fact that you can miss things is not a flaw in the design, it is one of the core features of the game.
Many of the best RPGs follow this philosophy. Fallout New Vegas, Baldur's Gate 3, Fear and Hunger, and Look Outside all commit to meaningful player agency. Your choices can produce unexpected, sometimes irreversible consequences, and that is what gives those worlds weight and personality. This game follows the same idea. It rewards exploration and enables unique playthroughs instead of handing out every piece of content in a single path.
If you think you can give a counter argument, I'd be happy to hear it.