I believe it is intended, just like a lite bad end. Requires you to reload, making it more into an immersive/roleplay component, which is cool imo, as giving up implies the end of your story, right? Restarting the game is very painless, as well. Simply F5 -> Continue -> load save ; done within a few seconds. No clicking through a bunch of exposition detailing the numerous consequences of our heroine's loss of faith to get back to playing the game when the context makes the outcome quite clear.
On that note, there are actually a lot of things like that in this game. A trope stripped down to its basic elements, yet still hitting in an effective way (for me, at least). The method has obviously got its drawbacks, and the dev wasn't completely accurate in boiling down every trope in a way that remained provocative. At the very least, though, it's interesting that the game remained relatively compelling without all of the fluff typically included in the genre. I often find games in this genre to be the other way around, even when they're larger, more expensive, productions. A bunch of droning exposition because the conception is that's what's necessary to establish the context prerequisite to becoming invested in a character, and then completely failing to create a level of interactivity/gameplay proportional to said exposition. At that point, it becomes little more than a visual novel.
It's quite fresh, bordering on novel imo. Though, I could easily see a case made for it being mere laziness, but I'd like to believe it's more along the lines of efficient/good project management due to a firm grasp on what makes an erotic game, erotic.