Yeah, I gave it a chance too, and have reached similar conclusions.
The crafting system is absolutely abominable. The world is filled with a proliferation of containers, nearly all of which contain 5-10 pieces of junk—and when I say "junk," I mean that these items are labeled, categorized, illustrated, and described as junk. Nearly all junk is valued at 0.1 gamebux, and can be recycled into one of seven or eight categories of generic essential material (think metal, polymer, and organics), not unlike Prey's crafting system. Also, there are many dozens (perhaps even >100) of individual junk objects.
This is perfect, you're thinking! It's like real scavenging. When you want to craft something, just go out scavenging for what you need! Cool!
Nope. You see, each and every crafting recipe requires a specific object in addition to the generic essential material—and usually that specific object is a piece of junk. There are only two ways to distinguish which junk objects are actually vital crafting ingredients in disguise: 1.) you've obtained the crafting recipe (which you may not find until 2/3rds of the way through the game); 2.) you use the Internet to find a list compiled by someone who's already played the game.
By the time you finally realize that old, chewed tennis balls are a vital crafting ingredient, you may have already recycled most of them (neither containers nor vendors refresh their inventories). If not, you'll need to tediously backtrack and search hundreds of containers in order to find them. On top of this, some junk crafting ingredients are obnoxiously rare—which is actually one of the few reliable ways (other than pre-knowledge) to identify them without having the recipe.
The herbal crafting is a bit better, and works similarly to such systems in most RPGs.
The vendors, by the way, are ridiculous. You can clean out absolutely every item of use from every vendor (certainly the ones I encountered) by simply bartering the basic weapons and clothing you'll loot from enemies and the (very) occasional container that isn't just filled with junk. Guards and monsters are actually the game's only infinitely renewable resource, so every vendor's inventory is all but free for the player's taking. The developers have, at least, restricted faction-specific weapons and clothing from being sold to vendors; otherwise, you'd be able to kill one guard and empty the inventory of every vendor in the game's initial "hub area." Not kidding.
And yes, there are NPCs getting permanently stuck in terrain; the player getting semi-permanently stuck in terrain; awkward platforming; the inability to clearly perceive any level above the one the player is currently on (a hamper to the admittedly admirable verticality of the quite good level design); and, finally, enemies are hilariously easy to either kill or escape from in most cases, though not all. You can be overwhelmed if you try to take on a bunch of technomagi, or gunned down from behind as you try to make your escape, but generally only going full retard will result in a game over. Most game overs will come from awkward parkour/platforming and/or awkward camera angles (pretty much the same thing).
Finally, although the writing is technically clean and well worded, it's nonsensical and totally uncompelling. Just goes in one ear and out the other.
Damned shame, because if all of these things had been executed properly rather than fucked up, this game would have be an absolute legend. It would have been Thiefus Ex: Isometric Edition. I know that sounds silly—if only it hadn't sucked, it would have been great—but it is strangely true here. The game has what it takes on every level in terms of raw potential, but the parts are all stitched together awkwardly and the otherwise potentially brilliant brain has been starved of oxygen and indoctrinated into progressivism (not literally).