Well, the straw that broke the camel's back would be Jira issue Open-162, where Niran pointed out that the attachment coordinates for the SL avatar asymmetrical.
What's this mean?
Well, it means that when you wear identical attachments to both of your upper arms (or shoulders, or upper legs, or lower legs...) and give them the mirroring attachment positions, they should align symmetrically....but they don't. They're just noticeably off.
|Screenshot from Open-162|
Niran brought this up to Oz Linden, who told him to submit a patch to fix it via the Jira. So Niran put in the work to create just such a patch and submit it, then Linden Lab immediately closed it. The first Linden to close it at least provided a reason, although the reason they gave made no sense as they were mistaking the actual problem with the symmetry of the avatar mesh.
Seeing the misunderstanding, Niran opened it again, and several people provided comments trying to explain to the Linden how they misunderstood the issue.
|Linden Lab concerned about realistic bodies?|
Also, what does this have to do with attachment points?
Niran even posted some scripts for automating such adjustments, but I'd say that's overkill.
Even so, a second Linden closed the issue, with no explanation. Niran opened it again and so Oz, who originally told Niran to open the Jira and put in all this work, closed it with a message to Niran telling him he would lose Jira privileges if he opened it again.
Hey, Rodvik, remember again how you asked why SL had so much trouble retaining users?
This should be a pretty strong clue for you. It's not specifically due to this single isolated issue of asymmetrical attachments, this is just a symptom of the overarching problem here. A problem that has repeated itself across the Jira time and time again.
Our inability to make avatar arms long enough was reported, patches provided, only for the Lindens to close them with either no explanation, or with an explanation which did nothing but reveal that the person making the decision was not qualified to do so.
How about our inability to increase female torso muscle sliders past 50? That was reported in a Jira the moment the bug crept into the viewer, several years ago. It was also handwaved away despite the fact that community devs took the time to report the issue and provide fixes.
In fact, pretty much every single aspect of SL content creation is broken in some way, often multiple ways, and when the problems are reported, the response is almost always identical to this case here.
All of this contributes, greatly, to how ugly SL is compared to contemporary expectations of 3D game-like environments. Contributes to how kludgy and difficult content creation within SL is. All of these problems compound on one another to negatively affect the performance, visual quality and ease of use new users experience when they log into SL for that all important first impression.
And that right there is a large part (not the only part, but a large one) of why SL has so much difficulty retaining users.
Nothing works, it looks awful, and it runs like crap. And LL refuses to fix the underlying causes for that.