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That's like me saying "This beach restaurant could use some sun umbrellas and better promoting of the fact that they carry ice" and you replying with "Well, the sun is always too hot and who expects to find ice anyway?"
Clearly, in colder areas neither of those things are likely to be true, and your comment is otherwise not relevant to the actual topic I'm trying to address, outside of a general scope.
Put another way: I dunno what games you play, but only poorly managed ones run that way (which admittedly, there are too many of).
Developer conduct aside, there's clear mechanical elements missing that'd resolve most of the issues, so that's certainly on the dev team themselves, regardless of any other considerations.
Whether they want to implement such elements or not, it's reasonable to assume that doing so would certainly be of benefit to the game. And regardless, the current state is generally far too problematic to recommend the game to others (who are interested in the online matchmaking component), at least by my considerations.
Besides, saying "just ignore game-breaking server issues and players" is.. nonsensical. If it's something which breaks the game, the specifics don't matter, it's something the devs need to consider addressing.
Regardless of the underlying foundations, the fact remains that there's a persistant and growing toxicity among the user base, and that options in dealing with such are minimal (due to the lack of solid matchmaking or user-based blocking options).