You can call it what you like, you're still trying to second-guess decisions made with different information than you have.
Because if we're going to talk about experience, then you have to understand that I've personally watched tens of thousands of people play Desktop Dungeons. I've taught thousands more to play the game, testing out different tutorial styles and what info to reveal (and what to hide and what to hint at and how) each time. And that's just me. When you factor in that everyone else on the game has been doing the same thing and reporting back to each other about what we've learned, that's a lot of experience.
No, it doesn't invalidate yours, but it does put it into perspective. Desktop Dungeons is a game about figuring things out, about reaching sudden enlightenment and understanding. Some people don't like that, they won't like the game and that's fine. You can't try to make a game for everyone when you're an indie, it doesn't work... Your example? "Hey, why aren't you using glyphs?" or "Everything in the game is useful" or even a directed "So what does that thing do?" not only gives a hint as to what to do, but preserves that feeling of discovery so that when the person figures out that glyphs are great, they feel smart - instead of dumb for having to be told!
Over the years of putting this game in front of hordes and hordes of new people we've tried so many different amounts of tutorial information and yes, even different progressions of character classes and traits (I can tell you where almost every single interaction in the tutorials comes from - the lvl 2 Meatman that turns pacifist, that's because Jenova Chen kept dying to it at E3). This is what preserved those aha moments the best. This is what works for the most people. I've spent years and years testing that incrementally. So perhaps that explains why I said you should make your own games, because you're never going to have the experience that we have in designing this one and I'm curious how you'd respond to someone who believes otherwise for your own work.
Now honestly, we've been over all of this before.