In the end, if you pitch a game as a "spiritual successor" it has to stick pretty close to the games and systems it was supposed to succeed.
What most of the backers pitched their money for (besides nostalgia and a well done video which pulled all our strings) was basically an updated Infinity Engine game that had the encounter design of Icewind Dale, the class customization and abilities of Icewind Dale 2, the epic storyline of Baldur“s Gate 2 and the smart deep thinking and character arcs of Planescape Torment
Instead we get a "meh I can do this better" design with ability cooldowns and xp only for questing...why mess up with something that has worked since CRPG started?
Heck, if you don't like XP then dont use it, go full Darklands on us with a skill based system (where you get better by doing something; be it killing, casting or doing good deeds to get more Divine Favor) or even go full Wizardry where you get XP for killing stuff but skills have to be used to develop....but don't call it "IE spiritual successor" and decide to turn it on its head on some delusional tattooed lead designer hipster dreams
I am thinking that not having an "evil publisher" is simply not working out for some Kickstarters, and the most damaged by this are the more experienced ones since they feel they don't have to "play it safe" or try to stick to what is proved, works and people actually put their money upfront 2 years ago.