

Disability, accessibility and gameplay accessibility are two different things and should be treated as such. There is also a very hard line between what is possible to help someone with a disability. Enjoy a medium that requires certain minimal physical traits.
The color blindness deafness rebindable controls as many things that can help the disabled and these should be expected whenever possible. Hell a lot of these are built directly into your operating system and don’t require any effort from a game developer. They just need to make sure not to get in the way of already existing tools.
But gameplay accessibility is an entirely different beast and even very minimal. Gameplay accessibility can create an entirely new gameplay experience to the point where it’s not the same game. If the developer wants to add those, it should be up to the developer and what they’re targeting, both as an audience and as an artist.
We should always demand disability accessibility. We should never demand gameplay accessibility.
And the game is fundamentally not the same with some of those accessibility features enabled. Good on the devs for targeting a wider audience but fundamentally they have different game play experiences.
Not every designer wants to have multiple experiences in their game. That should be entirely up to the designer and demanding them add entirely new experiences is unreasonable.
Color blindness support, rebindable controls, subtitles, on screen audio visual cues. There’s plenty of things that can help the disabled that don’t change fundamental aspects of the game. If a developer adds these but doesn’t want to compromise the intended gameplay as they see it then they shouldn’t have to.
End of the day. It’s art that is being sold to be consumed. If you don’t like the art, then it’s not for you.