If you make a game where you have a rogue companion whose recruitment interaction involves them attacking you and putting a knife to your throat and threatening to kill you... and that character is also formerly enslaved by a powerful master who controlled their every choice...and that character displays unnecessary bloodlust and a cavalier disdain for the lives of others... and their character arc is mostly revolving around the inevitable showdown with their former master...

And then you make another game where you have a rogue companion whose recruitment interaction involves them attacking you and putting a knife to your throat and threatening to kill you... and that character is also formerly enslaved by a powerful master who controlled their every choice...and that character displays unnecessary bloodlust and a cavalier disdain for the lives of others... and their character arc is mostly revolving around the inevitable showdown with their former master...

That's not "following classic character archetypes" - it's cloning and reskinning.
Pointing this out is not "focusing on the negative for the sake of the negative" - it's giving legitimate feedback on character design.