Every setting that usually mixes fantasy woth sci fi in any way (or steampunk in this regard) is usually >>that bad<< in making sense. I used examples such as the existence of a reanimator device or spells that should completely break the setting
I dont see much of a reason to lower standards when other games achieve that rather ok.
Again, this doesn't have much to do with the setting itself as much as this being a game. In Dragon Age: Origins you can use forbidden blood magic in front of other people and they won't bat an eye, because the game doesn't recognize that as an action NPCs should react to. That's the price of having heavily scripted narrative existing next to separate gameplay mechanics, instead of using gameplay mechanics as baseline for reactive behaviour of the world.
This is actually something that people complain.
In fo1 after you save tandi, her boyfriend wont acknowledge that, making the situation weird, people recognize it and refer to said situation in reviews talking about the game specially from a modern perspective.
In Fallout 2 you can diagnose Cassidy's heart issues and give him a cure
If you give him a drug afterwards, he still dies. This is a case in which the storytelling is directly contradicted by gameplay
However, this also will make it clear that despite cassidy's believe he was never properly healed from his heart condition.
A player that ignores the implications of the simulation when it comes to storytelling throught interaction, ignores the essence of said simulation. You can have a large tolerance for issues with the simulation, however its not right to highly value the text while discrediting the gameplay.