Let's be reasonable here: a lot of people leaving reviews are rather touchy, but that doesn't mean the game is without flaws, or that nothing can be improved upon.
If we take death by walking into fire, for instance, it's funny enough if you discover it by walking into it yourself, but the problem is when the auto-pathing runs you right into the flames. I must've died three or four times to each of the cave fire and slum fire before the reflex kicked in to more carefully manoeuvre around them with multiple clicks. The issue here is that it's not intuitive: if you were standing in a room, opposite a door, and in the middle of the room was a fire, and I asked you to walk to the door, obviously you would walk around the fire, not straight through it.
Another instance people bring up: lockpicking. While I don't think it's that bad, I'm under the impression that anybody playing the game would save scum every time they have to pick a lock, and from a developer's standpoint, it's not productive to simply assume that everyone is just a cheating bastard; the more likely explanation is that the cost of losing a lockpick, especially early on, is too high. Not being a programmer, I don't know what's possible and what's not in RPGM, but if there were a way to, say, set one lockpick as the "active one" and track its durability between lock picking attempts, the perhaps it would be feasible to make a failed attempt simply damage the active pick, instead of breaking it instantly.