People may have thought like that even despite CCP Sounwave stating publicly on fanfest that CCP will work on spaceship and WiS part, without discrimination. Because not every player is informed and have their own opinions that arise from assumptions, effect of incomplete knowledge.
Well, it was botched but we have to look at that from different angles.
Yes, that was a bit sad, CCP were on the other side of river with that. Interaction between players was what would sell it. Even when CCP would introduce just a bar and some emotes.
But they still had chat like usual, and could undock to fly together.
The Neocom part of interface looked the same. Every thing was still perfectly accessible from Neocom.
Fact is some things were doubled. But CQ also had something new and better than Neocom. The central point was the screen, it had some usefull links and provided informations about game in more accessible, interactive manner. Like internet! It was so good that some people were working on delivering content there from outside game, distributed by special client. I remember having conversations about it! Players improving experience their own way using the fact you could copy video to a folder and it would show on screen in CQ!

When players receive graphically very demanding game, they will want to run it anyway. CQ did run smoothly on better hardware I remember, without melting cards that were standard, not overclocked. Like with every new thing, some things don’t work on certain computers and need patches.
Despite CCP dev saying they work on it, on fanfest. Again players being informed badly, assumptions.
But it all had impact probably on CCP thinking. The way people think in that situation can be just “well lets fix some stuff, show we listen, and then we will see”. And this they did.
Microtransactions did not go away but prices were sliced.
Other races CQs were released and were really nice looking.
New ships were introduced after a nice “lets ask what players want, lets make them show it” contest.
Things were looking better for a year or so.
But they still had too much to chew in their mouths because too much projects being worked on. Stumbling into that hole again, result of decisions to expand on many fronts…
Players were happy again, so CCP did not want to listen as much, and those more vocal and remembering were not in the game anymore because resigned…
As in war, good way to lose is to be fighting on many fronts at the same time. 
If they would stick to two projects instead of 3…