You're getting closer for sure but there's still variance.
That also leads to "I hate this game, but others like it. I wonder why? What is it doing for them? What does that say about what they want and what I want?" which can also lead to being curious about other game styles, or at least gaining an understanding of them.
At the very least "yeah, it seems like a good game for X, Y, and Z, but honestly I'm not interested in those things" is wayyyyy more likely to lead to a productive conversation than "Game X sucks".
I'd agree with that. There are techniques and tools for sure, and knowing what those are, what they do, and when to use them is super useful.
Sadly, most people in the space don't have the objectivity to actually list those kinds of things out.... "how to design a game in general terms" almost inevitably gets intertwined with "what I like", at least if put forth into general conversation. If I were to try to do that exercise, I'd have to strongly limit the audience of that conversation.