Part of the problem is, some (mostly younger) people just don't like 2D art at all, and will call all 2D art games things like lazy, cheap, flash-like, mobile, whatever. The thing is, 2D art isn't cheap, it's more expensive to create than 3D art, primarily because of animations - to animate something in 3D, you rig it, and then you can move each piece as you want by just dragging it around. Then if you want to play the animations at different angles, you just rotate the character or the camera and play them. To animate something in 2D, you have to completely draw each individual frame of the animation. It's especially a lot of work to make characters to turn around; top-down 2D games generally have to hand-draw each frame of each animation for a character 8 times, once for each direction the character could face (or, more realistically, 5 times and then X-flip it for the rest, maybe with arms separate so they don't switch left->right hands).
This is one reason many games with hand-drawn artwork have almost always animated certain body parts separately, like having an arm holding a gun be drawn separate, with it moving as the user aims it, totally unrelated to the body it is attached to. Back in the 16-bit era, games that animated the entire body along with each body part for things like that were generally considered AAA games.