Yeah, I can imagine the frustration of seeing people who don't know anything about what happened during development blame you as a dev for something that may have been design decisions or budgetary or time constraints that you had no say in or control over.
"So sure, you can dislike parts of a game," he concludes. "You can hate on a game entirely. But don't fool yourself into thinking you know why it is the way it is (unless it's somehow documented and verified), or how it got to be that way (good or bad)."
"Chances are, unless you've made a game yourself, you don't know who made certain decisions; who did specific work; how many people were actually available to do that work; any time challenges faced; or how often you had to overcome technology itself (this one is HUGE)."
This is a totally fair take. He explicitly says it's fine to not like the game, but just don't try to pretend you know what happened on the back end to make it the way it was, because you're probably gonna misplace blame.