It interesting info when you compare it to it's own genre and in a historical context (launch system releases, exclusives). Maybe in context to critical reception and so on (reviewed badly, sells tons). For example Mortal Kombat is not given the same tournament circuit reception or respect as other fighting games, but sells tons anyway.
It's expected that fighting games developers would want people to purchase a game blind without knowing if the active playerbase is even still around. This is why you sometimes see people asking about this before making purchases, not just in fighting games but shooters etc. It's not just corps that have a stake in creating (false) narratives too. Sometimes it's not just sales numbers either. Tournament entrants numbers are the new "games sales" but with movie ticket sales exposure.
For example KOF14 was benched to fan-run side tourney for abysmal entrant numbers at EVO 2017. They had a free entry-tournament for KOF14 in EVO Japan 2018 and released the
entrants numbers, KOF14 did bad there too. 2019 looks like it had a steep drop, from 500+ in 2018 to 129 in 2019 according to challonge.com and then KOF was dropped in EVO Japan 2020. Basically it's always done badly or below expectations (yes that's overall events too not just huge EVO level events), something that I can certainly see being "bad for business" and bad for fan hyperbole. Basically bad entrant numbers can be self-inflicting, like bad sales exposure could and something anyone would want to mitigate somehow (probably can't with tournaments but can with sales). Which brings us back to the Mortal Kombat point I made earlier and why knowing sales could be interesting in outside contexts too.