Yeah, it was fucking obvious what the game was after 30 days, and if you really thought this was going to be a AD&D campaign set in the Sword Coast you were the moron
You can of course criticise Pillars for trying new things and failing, but it's pretty idiotic to whine that you were promised a carbon copy of Baldur's Gate and didn't get it.
(E.g. at a quick look, they tell you about noncombat skills, some way to circumvent kill XP, godlikes, challenge modes, megadungeon, race-based reactivity, ciphers, chanters, fighters that can be built around active abilities, grimoires, a loredump of history-inspired races and factions...)
Again, it's a question of whether the features they developed were good, and it's a question of other decisions they made during development that helped/harmed the game just like every video game ever developed. It's not a question of pinning a giant list of 8000 things that define Baldur's Gate and crying traitor when they don't tick one.
The irony is that Codexers hate it when they think devs are designing things to pander to audiences or to copy past games. That's because they realise that good games are made from a certain artistic vision. So I know that if I fund a complete tick-the-boxes clone on Kickstarter, I'll probably get a pretty shitty clone anyway. The whole point was to fund spiritual successors that do their own thing or entirely new projects, and then hope that at least some of them turn out pretty good.