There was feedback for the first game early on, though I don't recall if it was as in-depth; after the event, what I mostly remember is people complaining that combat wasn't hard enough, which I always felt was a rather, erm, "focussed" view of what the game was about. Though my memory isn't renowned for being especially reliable.
And even when there is a balanced view of what should and shouldn't be there, it's going to be tricky trying to keep everyone pleased: I would like to keep the ladder animations and piggies and would like additional silliness and cheese vendors, whereas some would like the game to be much more sensible and generally srs bsns.
I don't really care if the game is serious or silly I just want it to work together instead of its parts fighting each other. Things like torture and suicide shouldn't be brought up if the game is going to be over the top silly, because over the top isn't smart humor and doesn't mesh with serious subjects.
The community as a whole needs to really consider what "pleases" them. People get expectations. They think things like, it's Divinity, it has to be a silly game. I don't care about Divinity's past, all I care about is now, and I care about the game being a complete experience regardless of how silly or serious that experience is.
A lot of the community, in any community for any game, doesn't actually understand what they want or why they are complaining about things. They are just looking at things on the surface, for example:
Oh hey, I really hate this durability thing. It should be removed.
It shouldn't be removed, it should be fixed. But perception is tricky, how do you explain that to someone who fundamentally doesn't understand game design? It's a mess. People just need to think before they make decisions, and keep thinking even after they've made decisions, and always understand that it's impossible to know everything. It's okay to be wrong, I'll be wrong, I'm human. But we are intelligent, we can realize that we are wrong and then change.
We need to talk to each other to try and come to conclusions we can agree on, instead of refusing to accept that our opinions could be wrong, or that the whole thing could be too complex for any one decision to be perfect. Us agreeing with each other is what will cause any actual change.