The public demos published in the store aren't their only source of player feedback.
During development companies do different playtest types to get feedback to gauge if the game works and find stuff to improve before release (or post launch asap):
- Competition analysis: specially done in preproduction, they research about reviews from the gaming media, popular streamers or user reviews and general social media feedback to see what people liked, disliked or wanted in reference games (those similar from where they copy stuff) or direct competition (similar games released relatively close)
- Focus testing: mostly done in early stages of the project they bring the type of players who like this type of game and show them very specific things, as could be different game logo or key art variations, different artstyle variations, different character designs, different ideas for things as could be some mechanic or the monetization. They typically are sit together and debate with a moderator about that topic
- Internal dev team playtests: the team who develops the game or devs from other teams of the company play the game before release and provide feeback
- Internal mock reviews: they have multiple staff who are former game journalists (typically now working on their PR team) who during certain points of the development make different game review as if it was a review for a gaming website/magazine. With this they normally get an estimate of the Metacritic they'll get. Sometimes they bring external active game journalists or big streamers to do mock reviews
- Internal editorial team reviews: same as before but done by highly experienced and successful devs, focusing on feedback
- Closed playtests: sometimes in their office, sometimes in external dedicated companies, sometimes online, they bring players (most of them who play these games plus others that don't as control group) to play the games separatedly and provide feedback separatedly, often while in alpha or beta and more focused on gameplay, balance, game flow
- Open playtests: same but mostly online and open to everybody. Often named 'open alphas' or 'open betas'. Being done in the last stages of development, typically are to do server stress tests, final tweaks or fixes, don't have time to make big structural changes. Often also used as promotional tools, like normal demos
The thing is that this has to be done with a proper methodology and with honesty. When choosing players they have to choose players with demographics and tastes representative of those who play and spend money on that subgenre. Not the ones that the DEI department, Sweet Baby Inc and Blackrock wants.
And the people who provide feedback should be free to be able to say that doesn't like that artstyle, or that character because this or that, without being afraid of being called a racist, sexist, etc. Same goes with the people collecting the feedback and the people making decisions based on the feedback: they shouldn't ignore because 'that's racist/sexist/hate/bigotry/etc'). Some other cases they get the feedback but their ego or available budget/time doesn't allow them to fix it.
Because if not you get things like Destruction AllStars, Concord, Dragon Age Vailguard, Suicide Squad, Dustborn, Star Wars Outlaws, Assassin's Creed Shadows, Flintlock, Dustborn, Forspoken, the Saints Row reboot, Marathon, Hunters Gathering... games that without the wokism would have been way better received.