I named specific elements that previously aided the gm in giving all players at the table a reason for the players to care. You literally quoted those reasons while ignoring the system design problem being discussed in the quoted post to express outrage towards the players.Of course the players have to "choose to care," Player engagement is absolutely key in any gaming experience. System design can certainly help in rewarding players engagement. But you seem to be saying it can force it? That the system can force the players into better system engagement and therefore force a "better" experience?
Edit: Or are you saying that the system should be designed around the fact that players "don't care" and should be designed around their lack of engagement with the fiction?
At this point the extreme system design failure setting the gm up for failure when excessive rests are expected is obvious