Granted I can't see how bad it truly is but... I'm sort of torn about the writers being sort of cruel about it. On the one hand I definitely agree they shouldn't because cruelty is always bad, but on the other I sort of understand the impulse. I mean you know they develop attachments to these characters just like we do, and the put all these options in so we can have some agency but it would be silly to think they don't also have feelings about what the right choice is in the context of the setting. So I get the impulse on their part.
Sorry, but no, Weekes and Mike do not get a pat in the head for treating their customers as poorly as they have over this just because they have ~feelings~ about the characters too. There has to be a minimum of professional decorum here - they can judge players who got this ending in their heads, they can gripe about it to each other in private, they can even make a secret wall of shame of fan complains to point and laugh at in the privacy of their offices if they want to, but the attitude has to go when it comes to dealing with the public. I did not invest over a hundred dollars into this game to be publically mocked and taunted by the developers for taking a choice that they put in the game to begin with.
Like I said, it's not about the fact that we got bad consequences for a poor choice. That is a good thing, and needs to happen a lot more often in these games. I made an oopsie and now I pay for it? Great. That's good storytelling. The problem is that you can't treat customers like this - with snippy, btchy replies, making fun of players who made the wrong choice, saying you deserve it for playing it wrong, etc. There is no excuse for this. If you don't have the emotional maturity as a writer to step back and let your writing do the talking instead of treating your audience like crap for experimenting with the choices you put there yourself, then either don't allow these choices in the first place or, preferably, mature as a writer and learn to deal with consequences too. Don't treat your characters like precious babies who shouldn't be hurt, and certainly don't blame the audience for hurting them with weapons you put in their hands. That's the most important lesson you can learn in writing: learn to kill your darlings. In RPG writing? Also don't blame your players for killing your darlings when you gave them that option to begin with.
I don't care how Weekes really feeeeeeeeels about Bull - if he can't handle tragic outcomes for his characters without coming to punches with the audience of his work, then he either shouldn't write tragic outcomes at all, or he should to learn to deal with it without insulting his audience. His ~feelings~ are no excuse.