Yeah, and also, internet rabblerousing about troubled developments is a reason why projects with troubled developments are hidden at all costs by developers and publishers. They don't trust us to react fairly, and we don't react fairly, so they don't trust us...
Granted, "they" never trust anybody with anything, but for those of us interested in the hidden history of video game development and in better understanding the products we buy, I think we prefer to be informed along the way and then let history be left history once we have actual product to judge. Video games are hard as hell to make (and even harder to produce, which is in some ways a different thing,) and there's no one way to pass through the gauntlet of development. Some games move through easy, others take massive blows before they hopefully are able to emerge.
Yes, it's still an interesting aspect of Rime's history, and yes, you have plenty of reasons to hold onto your money until you're sure the game came out good. Let's talk about it, but let's not let that dominate the conversation. There's a trailer, there's new articles and discussions about the project and its status, there's a release plan and a newly-reset timeline. We had four years to talk about what Rime was not, now's a good time to talk about what Rime is.