Deadfire is weird everyone agrees they did most of the crucial things right but still feel as if something is lacking and no one can point out exactly what it is. It's as if someone put a curse on Sawyer that every game he makes should turn out to be hollow.
I think the setting being entirely within a 'sailing/pirate' theme was a bad choice. I liked PoE1 quite a bit but the setting change was off-putting in the initial marketing. Even after playing it I've yet to finish it and the tonal changes, especially in returning characters, is my main turnoff to this day.
My real guess as to why Larian is a runaway success while other crpgs are middling is that the world environment is very interactive and that is known going in. Lots of clutter and objects that can be interacted with, as well as environmental combos with those objects. Throw them, light them up, etc. It doesn't matter if throwing a barrel or chest on an enemy is tactically useful, it matters that it can be done. Similar to Elder Scrolls, the mind loves the idea that objects and environments aren't just visual dressing but tangible things. Similar effect to open world games providing that sense of endless possibility at the outset, then tapering off quickly when the player finds out how constrained it is. But compare that to PoE or Solasta where you press a key, highlight the dev placed objects, and then just loot it.
If I were to be making a crpg, I'd make high environmental interaction be a key priority if I want sales. The tactical use of it matters less than that it just exists. I can throw the crate, light it on fire, and put it out with rain.