If there is just one good thing about Josh Sawyer the developer, it is that he is willing to openly discuss why his games and his designs might have fucked up. It may or may not help him in the end, but we tend to get some good info about development out of it, anyway.
In the case of Deadfire, if you hated POE1/2, then it's easy to sit there and say "I know exactly why it failed, it's [list of reasons why I hated the game], lol dumbass Josh he must be in denial". Except, the Codex should well know, sales success often does not correlate with game quality at all. It's irrational and disingenious to pretend that turds like FO3 succeed because the consumers are stupid, but then Deadfire failed because consumers hated POE1 for being shit.
It's fairly easy to imagine a world where POE ended up being a more successful despite being just as shit. Or where Pathfinder sold very poorly despite being an excellent game, and where DOS1 was Larian's final game. It's very difficult to go back and figure out what exactly made a game succeed/fail in the market, e.g. what made DOS so successful, without resorting to unprovable "X game succeeded, and I liked Y feature, so that must be it".