Again, I'm not talking about games that simply have a fundamentally different approach than what a group wants. I'm talking about games that seem a perfectly reasonable choice but have design elements that make assumptions about their end users that, at the least, a potential leap and not spelled out, and at worst, bad design elements in general.
But you've provided only one example (from Storypath), and for that that you yourself noted
wasn't a bad design element, but a potential style mismatch issue.
So, these issues are, to us, hypothetical. You've seemed to assert, but not really establish with evidence, that there's a class of bad design elements out there waiting to be pitfalls.
I come back with the following:
1) If it doesn't work as intended, even if you know how it works, that's bad design. And don't get me wrong, there are bad designs out there. I can recognize FATAL and HYBRID as just bad games. But you're talking about something more specific than that.
2) If it works as designed, but the game doesn't really tell you how it works so that you can choose to avoid it, that's a presentation issue.
3) If it works as designed, but it isn't a good choice for your group, that's a style mismatch issue.
And sure, if (2) and (3) happen at the same time, that's unfortunate, but ultimately the responsibility for making sure you know what the game does before it runs still sits with the GM.
And no, "It isn't a good choice for a large percentage for gamers" may be a valid statement, but it isn't a valid
critique. Game design for a niche audience is a valid choice! It may not be a commercially viable choice, but that's between the designer and their bank account.