The First Sin of Writing Any Article Whatsoever Anywhere: calling something a sin whenever it's a minor mishap that can be easily fixed with time and effort... As much as I enjoy worldbuilding, I came to conclude while observing plenty of other works - mostly movies and video games - that as long as the story makes sense and is interesting to follow, the quality of the world behind it doesn't matter. I don't come to see a different world, because I can only ever catch a glimpse of it from any non-interactive medium, and interactivity for any fictional world require immense effort and time spending, impossibly so for most of the passionate worldbuilders out there. I come to see a story. If the story ain't stupid (see: every single of the latest so called "blockbusters"), I might enjoy it, and if I do, I don't care what happens to the world beyond the story's implications. That being said, I'd enjoy the story affecting the world (or stories happening in the world, that is - beyond the main plot; see: Breaking Bad), because it creates depth bigger than most stories alone could possibly provide. It creates the feeling of reality of the world, which certainly helps achieve immersion and therefore increase enjoyment, but it isn't strictly necessary. Sometimes it sounds like worldbuilding and storytelling are very separate in nature: one builds in depth, the other - in length and/or width (for latter see: Heroes and Heroes Reborn). It's entirely possible to merge and even do it with quality - that is, without exposition dumps. Punishing people for not having enough skill at the moment, though? Not good enough. These things are learnable. One can even go so far without stretching one's back so as to guide a newbie writer around the self-indulging pits of fiery lava and show them where the forest is.
I would call that clickbait journalism.The First Sin of Writing Any Article Whatsoever Anywhere: calling something a sin whenever it's a minor mishap that can be easily fixed with time and effort...