I am sure plenty aren't. And I am sure plenty of people, whether they are from a place or not, are also not as familiar with the history or cultural question as they might believe. That is a whole other issue. But I don't think it ought to be a requirement to have full or deep knowledge of a culture to borrow an aesthetic. There is certainly room for say for RPG books that authentically capture a particular culture. And if that is what the designer is going for, it pays to be receptive to people who know about that culture when you are getting feedback. I've done that myself when I needed to know something in greater detail. I think where we go wrong is this notion that it has to be this way, and if people raise concerns or criticisms, the thing needs to go away or be redone until it is in acceptable form. Not all works are going to be authentic deep dives into a culture, some are just fun pastiches or light emulations of schlocky genres.
My issue isn't with creators wanting to make a well researched, authentic game, that explores a culture accurately. That is fine. There is plenty of good in that. The problem is with placing all this stuff as the only priority, I think we are moving away from other ways to creatively engage culture in a fun way in the design landscape. What it feels like to me is we are developing almost like a priest class, that approves what is allowable.
Again, on the issue of criticism, harassment, and propaganda, I think we disagree. I am not sure how to bridge that disagreement. We are looking at the same hobby landscape and seeing two very different things. All I can do is tell you what this looks like to me. And to be clear I am not saying it is all propaganda. I am saying these things do seem to slide into propaganda for a particular ideology at times (and I don't think I am the only one sensing this).