I mean, if we're talking plot wise, it's definitely an intentional vibe. Even going back to the original GB SaGa, there's a pointed lack of context for how all the towns are full of just like sandworms and goblins with the odd human in the mix, and all these little barely there tower floors which clearly have their own stories that don't involve you, like sidequests pulling the help wanted sign when they see you coming.And I find it hard to buy into the argument that ALL of these games are missing some kind of deliberate polish that then leads to players labeling them as "a mess." You just don't go out and make 7 games in the same series over the course of ~16 years without developing some kind internal framework for your common game design language and concepts.
Mechanically though... I feel like Kawazu is the kind of guy who GMs tabletop RPGs and if anyone has read a single page of any book that isn't the character creation pages he clearly bookmarked, they're banned from the table. I don't mean that as a metaphor, it's just the vibe I get.
So we have these really unorthodox systems, and games where boss fights in particular expect you to master them, but they are... impenetrably obtuse and not generally decipherable while in the midst of trying to just play the game and like... I dunno, if you have a neatly organized system for all your canned goods that makes sense to you personally, and then you peel all the labels off them and invite someone to make chili or something, calling that cupboard a mess isn't unfair?