I understand it doesn't feel good to be promised one thing but delivered another. By principle, we should get what was promised.
But I want you to consider this. Between two scenarios where:
a) we start with one direction for the game, realize it's not going to cut it for the goals we are setting out to accomplish, change directions that alters certain fundamentals of gameplay and breaks initial expectations in order to meet those goals, some people feel hurt because they were given product B instead of product A or
b) we start with one direction for the game, realize it's not going to cut it for the goals we are setting out to accomplish, don't adapt because we made a promise and don't want to break people's expectations, save people's feelings and release product A as planned,
I will opt for a) every time.
For comparison, there is another web3 game I've been playing and following for a while which is Guild of Guardians (GoG). They fully released the game around the same time as Illuvium Open Beta. During GoG beta phase, the game was meant to be a dungeon crawler action RPG like Diablo. On release, they became a 5v5 auto-battler. That is a major genre change but arguably done for the better. The closest comparison to GoG's full release in web2 would be to AFK Arena (a relatively successful title in mobile gaming). Again, they didn't try to reinvent the wheel; they just took what worked and added a blockchain element to it. Was it the game I was hoping for? No, I wanted a dungeon crawler. But I've seen the recipe before in AFK Arena and I know it works. From this point forward, they now have a working foundation to build off of and can easily take inspiration from other games in the genre and start to get creative. The situation for Illuvium is no different.
If you want the best for Illuvium, save your feelings from blinding your judgement. It hurts to get your expectations pulled from under your feet, but this is just how it is and what it needs to be.