I'm not really awake today, so I'm not sure how serious the OP was trying to be.
Let me restate the basic premise of this thread in some other terms.
One local supermarket in my area had rancid meat still on the shelf and somebody bought it. That means it's ok for every grocer to stock rancid meat and let the customers decide what they like.
Granted, rancid meat is a health hazard while bad games generally are not, but I hope you see the point. The existence of one bad game doesn't change anything about what should or should not be the standard for commercial games.
Here's what crap like this does to developers:
1) More games means each games receives less time to make an impression on the consumer. Put enough games up there, and many will receive NO attention from some consumers simply because they didn't have time to wade through all the crap to get to your game: No sales for you!
2) More games means lower prices and more sales. Customers are trained to believe that no game is worth more than $3. I'll leave it to you to guess what the developers cut is on a three dollar sale. No money for you!
There are other things that go on with a general sentiment of painting the whole genre with broad brushstrokes (ie: RPG Maker games R teh 5uxx0r5!!!), the loss of confidence in Steam as a distribution platform (this is one is my guess as to why they're axing Greenlight), and other things that while they may look 'good for consumers' on the surface, are bad for developers.
Who cares if it's bad for developers if it's good for consumers? Ultimately, consumers should. Make things bad enough, and people will stop developing. That means fewer quality products (games, in this case) for consumers across the board.
Let's look at another industry: Groceries, clothing, and household items. Why do I lump those three together? Because Walmart sells them all under one roof. Personally, I love Walmart. I live in Arkansas, and believe it or not Walmart provides the best wages and opportunities for advancement for most people (non-college grads) of just about anyone within 40 or 50 miles of where I live. [Mom and Pop stores are hell to work at unless you can call the owners 'Mom' and 'Pop'] Even if that weren't true, I really wouldn't care what they're hiring and employee practices are like so long as I get my cheap gas and groceries. I'm on a fixed income: we need more sweatshops, not less.
But from the point of someone trying to get into the retail business, you've got to carve yourself out a pretty special niche if you want to survive (and offer consumers your choice) because you'll never be able to compete with Walmart on price and availability of product. I managed a corporate retail store for a while - It was not fun sharing a parking lot with Walmart, let me tell you, even though we did have a nice niche carved out for a while (until Walmart moved into it big time).
If you want to sell a more 'upscale' product, you've got to compete with Target (pronounced Tar-zhay - french syle). They've got 'upscale cheap' locked down. This is why stores like K-mart can't get a grip anymore, there's simply no room for them left in the marketplace.
Any, to bring this all back to games: yes, if you want to make a commercial product, it should be high enough quality that people are willing to trade dollars for it. I'm not going to state any specific features it needs to have or not have, just that one - your product is something people feel happy trading dollars (or Euro's or Wampum, or whatever currency the area uses) for. If it isn't; don't release it: you're hurting yourself as well as every other commercial developer in that genre.