100%
Not only did Nat cubed write a real story that works in a reason for the girly-up, it also doesn't cap the experience at wearing a dress. The PC is continually discovering that there are all sorts of little differences, and while some things might be a lot more difficult, others are easier. It's not just about wallowing in feeling weak and humiliated. Even when I read passages where every girly place you go is pink somehow it feels very tongue-in-cheek because the game's writing is very much "there are way more shades to this than pink".
And it -does- leave room for the people who're here to get humiliated and wallow in their frills to have their sweets, too. I remember an earlier draft where the Madame was using words like 'sissy' and immediately insisting on a dick cage; I was afraid that the game might tip into being a little too driven by fetish rather than plot after a strong start, but I was very delighted to see that was revised to not have so many immersion-breaking elements. Now it reads more like it fits in as a plot development even if you're not at all interested in what she's peddling. It shows that the dev is also thinking about these things.
The other big feminization text games all have various issues holding them back while the most impressive thing about the Princess Trap is how solid a grip the author has on both the plotting/characterization and the game systems that support them. They're working together in a way that allows the gamey aspects to bring out the charm of the writing. I love that you can do a run where you're mostly clueless as to what's really going on in the wider plot and then go back, try out different things, and find story threads that you missed hanging eveywhere. I love that it's organized to use its systems in a way that allows you to roleplay without being totally incoherent; some scenes will take into account that you've established a pattern with the PC's behavior while others allow for experimentation that reference your build and your background enough that a sensible person emerges from a string of choices.
Like this time I went through the Queen's reveal - this is one of the few places where the writing felt as though it was being pushy, but it does work because the Queen's clearly trying to plant a seed in the PC's mind that'll sprout into "I actually want the things that the Queen tells me to do" if she waters it enough - thinking that my streetrat PC would probably wear anything if it meant getting consistent food and shelter and human kindness. Then in one of the scenes immediately after, the choice I made actually used that very line of reasoning. Nothing hits me in the right spot in a story that allows for roleplaying than the author anticipating a thought I'd have and then addressing it. Merat lampshaded the PC being a blank slate that could go along with anything, but if you look in all the crevices you can find lots of instances where Nat thought about things like character motivation in a broader sense than just secretly yearning for ribbons.
It's exactly the sort of game I'm always hoping to find when I play one from this genre. I can't compliment it enough.