This all just feels like it supports rather then refutes what I'm saying. I agree, we gain nothing from bad ends apparently and they're often repulsive. So why am I seeing them?
The game gives warning for it's more extreme content that actually happens but not these.
People don't like bad ends?... I think I need to sit down and re-evaluate life....
In all seriousness though - a lot of this has to do with expectations and how you engage with the game. I grew up reading a lot of books and that includes CYOA style books. Critically for this type of book,
there is often only one winning path. That means if you make the wrong choice between drinking the purple potion or eating the yellow mushroom on page two, the book will send you straight to page 54 to find out how you died, sometimes in excruciating detail. I reiterate,
all but one or two paths through this style of book are like this. When I found the first CoC it was obvious that CYOA books were part of the inspiration. That might have even been on some of the adverts. Another part was obviously table top roleplaying games and DnD, games that also feature bad ends if the player's party does poorly - becasue gaming famously involves a game-over state for poor play. In fact, a key difference between books as a medium and games is the ability to fail and enter a game-over path dependant on the player's actions. Whereas most non-CYOA narratives are one path on rails with no player input or agency. Now remember, not only is CoC2 a game, but it is a game with the previously mentioned storytelling DNA. With all that in mind, It would be much weirder if the games didn't include this type of game over.
I think the conflict comes from people entering this type of game thinking of it like they would a traditional fantasy book + erotica - where the character is protected by plot armor and nothing bad can really happen to them. A mentality that fails to take genre conventions into account.
So for me, having read a lot of CYOA with pretty dark endings, bad-ends in CoC don't seem particularly repulsive or out of place. They are consistent with a CYOA style game that includes erotica as a major component. I also hate conventional narrative for their predictability and safety - so I really enjoy surprises with consequences in CYOA.
I also don't play the game as though the PC were myself or an idealized version of myself. I create what to me are hot subs and want to see them in many compromising positions. The character being made to give up agency and often enjoying it during a bad end is hot to me in a way anything approximating real life could never be, because I know that no humans are actually involved in it. The fiction of it IS the appeal. Shit, I didn't even know that I was into bad ends until I found the first CoC. I had a moment I think a lot of people do in the age of internet porn where I'm sitting there asking "Oh God! Why is this hot to me"? While I still don't know the answer, I do know that the game allows me to engage with the content in a way that is completely harmless to real human beings.
You know what else is repulsive in other contexts? Demanding sex after beating someone up in a fight. Sticking your prick/pus in/on anything that's not human. Mixing stuff that you found on the ground to transform yourself into a mix-and-match chimera. I could go on. I wouldn't however advocate removing those things from the game. Because it is a game that successfully puts up a strong wall between reality and fantasy.
TL;DR - I think the difference is again, expectations going into a game like this and how people play it. If you play it as a CYOA
game and expect sometimes huge consequences, you will see everything as normal. If you see it as a traditional narrative, you will be horrified by what can happen to your character. The same if you are heavily invested in the safety of that character and don't have a significant emotional distance form the fiction of the game.