Many people enjoyed the Shadowrun games, even if I personally found them mediocre. The Expeditions and Banner Saga games were all well received. I didn't play them, so I cannot comment. Grim Dawn and Kingdom Come: Deliverance both had excellent reception. Darkest Dungeon was well received, even if not perfectly. Same with Wasteland 2. There is also Knights of the Chalice 2, which has about as much RPG credibility as is possible to have here on the RPG Codex. Black Geyser was something of a let down, but many people say it was a worthy attempt a recreating the experience of Baldur's Gate 1. While Kickstarter era wasn't a golden age, like 1996-2002, it was certainly a silver one. Let's not be edgelords and disparage it simply because PoE wasn't the third coming of Baldur's Gate and TToN wasn't the second coming of PS:T.
The real lesson from the Kickstarter era is that smaller indie teams and newbies trying to recapture the wonder of games they enjoyed when they were kids do a better job than washed-up old developers who had lost their touch.
Of the big name devs that returned to try and recapture their former glory, only Fargo's Wasteland 2 and 3 were good.
His attempt at a new Torment was a complete wreck.
Pillars of Eternity was fucking boring and showed none of the people involved knew what made the BG games classics.
Underworld Ascendant was one of the biggest disasters in game development history, despite being made by some of the biggest geniuses of 90s game design.
Not a Kickstarter game, but when Tim Cain and Leonard Boyarsky joined Obsidian to make The Outer Worlds, promising another New Vegas, we just got mediocre slop instead, cementing Obsidian's image as a mediocre company that can only do mediocre clones of what has been done better before (including their own older games!)
And let's not forget the developer that kickstarted the Kickstarter renaissance: Tim Schafer, who had a huge breakout success and made KS viable for game developers by promising a return of the good old graphic adventure - only to end up delivering something lame and disappointing that pleased no-one.
On the adventure game front, Ron Gilbert ended up making something that actually delivered with Thimbleweed Park, but it had a dreadfully meta ending that ruined the story, and then he went on to make the new Monkey Island game which is one of the worst adventure games to come out in recent years, just utter trash.
Turns out, most of the old devs who didn't produce anything of value during the decline years, then returned in the Kickstarter era to promise a return to their old pre-decline form, ended up disappointing. Either they had just lost their touch, or they were too influenced by the trends of the decline years to go back to design principles from before then.
Meanwhile newcomers have been revitalizing pretty much all the genres. RPG, adventure, FPS... indies rule these spaces now. Are their games as good as the classics? No, of course not. But they make an attempt. A genuine attempt. Some even try to experiment in interesting ways, which the old guys are reluctant to do.
What did indies and newcomers give us in the RPG space?
ATOM, Underrail, Age of Decadence, Disco Elysium, Knights of the Chalice, Solasta, and plenty more I'm too lazy to list now (maybe
Zed Duke of Banville can do the job for me, he's good at making lists).