I can appreciate that sentiment (though I'm not one of the people or groups she's referencing, to be fair) but the problem for me is that the story is happening in a world where there literally *are* magical spells that would get her out of her predicament. I've said it before, but: the problem isn't *just* that Karlach has a very unhappy ending with no good options. It's that she has a very unhappy ending that happens because you're just not allowed to try a bunch of things that would, within the rules of the setting, probably work. She's not only the only origin character where that's true, she's also the only one where her whole questline simply doesn't give you any ability to meaningfully impact the outcome (except for trying to convince her to go back to Avernus at the very end, I guess). That leaves me of two minds about the whole thing. On the one hand, taken entirely on its own, the writing and voice acting for Karlach are great- the scene where she talks about finding the courage to be grateful for the time she has even though she knows she doesn't have long left genuinely made me tear up. On the other- that scene is only happening because my character isn't allowed to try, or even talk about, any of the multiple options I can think of that we haven't tried that would probably work, which is very frustrating to me.
I just realized what it reminds me of, actually: If anyone else has played the Owlcat adaptation of Pathfinder: Wrath of the Righteous, there are a bunch of points in the story where you encounter a badly wounded person who tells you some information and then dies, and each time you're given some handwaving about why your healing magic won't work on them. No matter how well any of those scenes might have been crafted in isolation, they always felt very jarring to me, because we've got people with us who can literally raise the dead, never mind healing serious injury- but the story needs the person to die, so you're just not allowed to do it.