Personally my take is, there is nothing wrong with the RT tech itself but as they somewhat touched upon the issue is the price point to get a decent experience, you basically need a 7900xt or 3080+ to really enjoy it and appreciate it and going forward when as shown, games start to use heavier RT, you ideally need a 4070ti super/4080+ so sadly, lots just won't use it, which is a valid view point of course, for me, as long as I can maintain ideally 70/80 fps, I'm good, although ideally do want to get 100+ fps, which is somewhat possible tbf with upscaling and frame gen, even on the 3+ year old 3080 with the exception of AW 2 and cp 2077 PT.
Not to be that guy..... but the biggest issue is there is a massive lack of knowledge and awareness on what RT actually is and what it sets out to achieve as well as who really benefits from it as well as just being outright oblivious to the advantages it offers over dated methods. The other problem is people who just look at something like BF 5, tomb raider and go "rt sucks!!!" and ignore every other game.
RT is primarily a way to benefit developers first and foremost, games are incredibly hard to make and in a world where cost cutting is more important than ever (particularly in the development/tech world), this is to aid them in being able to deliver quicker, remember that scene showing 4a enhanced workflow, 1 scene/frame for lighting, shadows etc. where it took them 30-50 minutes to get somewhat ok looking compared to the instantaneous setup of RT? That's an incredible amount of time and money saved there but obviously to get the most from this, developers will have to stop supporting raster methods too otherwise it is a duplicate effort in some ways (but alas with any new tech, there is also a learning curve). This will naturally happen over time where RT will be always on to some form and you won't even have a choice to disable it entirely as we are starting to see now, ps 5 being the main platform to showcase this (avatar is on all platforms and of course metro ee [although was more of a tech demo really]), this is also showing in the raster vs rt scenes where devs are basically putting no effort into raster to get it looking great and it is starting to become more evident.
The 2 main hurdles for RT advancement is the weak console hardware and devs still supporting raster, I think the biggest step in RT progress will come with the next gen consoles where next gen consoles will have better RT hardware support and probably use hardware mode for RT and the current gen consoles will fall back to more software based RT. IIRC, on steam, isn't it something like 70/80% of hardware has support for RT now?
I also think a large part of the hate/anti RT is also because nvidia have done a rather clever game with all their RTX marketing to make people think RT is a nvidia thing and naturally, when nvidia are first to something or leading the way, it gets hated on or rather it's not an important feature/advantage to have but then when/if amd catch up or overtake, it's the next best thing and vice versa to when amd are first and nvidia are catching up e.g. just look at the upscaling and frame gen situation.
Ultimately I think people just need to accept that raster is on its way out, majority of games coming out (since RT became a thing in the gaming scene) is only growing and growing, most game engines have RT built in now, UE 5 (which a lot of games are using going forward) uses software RT with support for hardware RT, console games are using RT and some are providing no option to disable it, amd, intel are all onboard with it too not to mention, chipset makers too.