I think it's mostly
Marketing.
Because there can never be enough people that heard of your project. And once they hear 7 times (there's some research done into that, google "the rule of 7", I think it's bollocks but that's beyond the point) they are inclined to buy it / try it.
Look at coca cola: it's a horrible product, yet we drink it. They spend insane amounts of money on marketing. Did they improve their product? Not much, no.
People have different standards, and while a lot on this forum will agree that X and Y should be done in this way and not the other way, there are a lot more people that aren't here and / or don't share the same ideas.
Marketing is done by you, by others for you (lets players, etc), and by your product. Once you get people to try it out, if it's rubbish, you lost an opportunity.
And while I agree it should have decent gameplay time, I also think free patreon games are great because they don't need any prerequisite like this to be published. On conventional platforms the publishing time matters A LOT! And once it's out, bye. Good luck getting exposure like that again.
But free patreon games? A little bit when a thread is made about it and put sticky, but not much else (or I'm unaware of any more exposure boost, not sure, been making games for a while but not something based on patreon supporters)
We're gonna publish it with most likely less than 45 min what
Droid Productions suggested, and see how it goes. We don't expect ANYTHING, so something above that is a big win for us.
I think the 45 mins is a bit unrealistic because that can be achieved in very annoying and fake ways (bad dialogue just for the sake of it, too long cutscenes for no reason, adding stuff that limits the player "oh it's night, gotta go to bed and do 1 thing tomorrow, maybe in a week [game time] I can get to finish this quest").
Best of luck with your project