i had a theory that overall the core rules were good, and people had a problem with the direction TSR took the game while 2e was out, and people merged their dislike of all of that into a general overall "2e sucked."
My screen-name is Mallus and I loved 2e.
2e was the mechanical underpinning for my most successful campaign ever, which was "core" in the sense it didn't use much, if anything, from the splatbooks (a number of which were quite good, IMNSHO), and totally not-core, in that it contained a metric ton of material my friends and I made up whole cloth.
re: the nomenclature thing: yes, I thought renaming demons/devils and removing the assassin (in name only) was pointless. On the other hand, I don't get bothered by things so easily
fixed 
. Demons were the main antagonists in my longest-running 2e campaign, and there was this charmingly not-nice NPC assassin named Mercy...
re: the "flavor" thing: my primary influence for D&D isn't D&D itself. It's literature, and to a lesser extent, film and television. So I don't care if the core rule books are flavorful, or soulful, or whatever. I can, and enjoy adding that stuff myself. 2e read fine to me, and the campaign I built using it was simply chock-full of (mostly appropriated) creative, gonzo fantasy.
re: the splatbook issue: some were bad. Many were very good (why hello Complete Bards Handbook). Caveat emptor and all that...
re: the setting-proliferation issue: from a completely non-business standpoint this was a wonderful thing. You has a several high-quality setting lines that demonstrated how versatile D&D was, and reflected how diversely gamers had been playing the game all along.
re: I loved 2e priests (in the strictly Platonic sense). Specifically, I loved
specialty priests, which led to the 17 different mechanically-distinct priests classes in my homebrew (I was younger then, with a lot more free time...).