Here it’s more likely not the plot, but, again, the style: if characters don't behave and appearance don't look according to events, then whole point, whole intrigue, whole drama is lost even if being
one.
Clown slipping on banana peel won't cause pity, only laughter (even if viewer subsequently finds out that fall was an accident and led to physical trauma of single father, whose performance was a significant financial element in functioning of his three children, who didn't have enough time to grow up possibility of their "participation" in earnings, etc., etc.). Style is everything. Drama turns into black humor and silly pathos when serving everything not properly... There is no sympathy, no empathy, no emotional return, and therefore there is no effect to which you're trying to appeal, just reason for jokes. It’s difficult to make adult (it’s easier with children, especially if it’s something with which they grew up for a long time, it's connected with mechanism of imitation, training, experience in this age; which, however, only benefits following example) to empathize with grimy plush ugliness that can't be associated with
equal (intellectually, comparable needs and problems) creature in framework of a simplified toy world, and it’s almost impossible to frighten/disturb.
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example: people laugh, at those who are offended by changing appearance of their characters, but there is nothing funny here, fact only proves that people were related to their characters' appearance, there was empathy, this was taken away from them - emotional bond is broken, person can't help but feel such a loss, as a result of which there're detached from game's plot, and then from game itself in general
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All that person can get out of here will be jokes (well, or if make reference to modern culture, then something like
memes, but here again: some of them will make fun of
situation, while others of
appearance). Yes, person will be able to participate "detached" later in discussion of how all this “sad” or “could be dangerous, unpleasant, difficult to handle”, but that's another story. There is no idiology, no connection with plot. We can try to attribute this to oversaturation, which sounds quite plausible, but after all, almost every day there is something that has great potential to upset/anger/make us happy, then it’s not so “gray” as devs doing now, probably problem isn't in that.
ps. I’m not saying that you are wrong, but rather pointing out that it’s not so simple with theme.