This is a funny example, because TLOK was made by the same people who made ATLA. "stepping on the toes of the previous show" just shows you didn't understand what the creators were trying to tell. That's a failure of you (of interpreting the artistic medium).
This is different to a video game, where player frustration with mechanics arises from interacting with the game, vs. simply watching a TV show (which you can like or not like to your heart's content, but the idea that the same two creators stepping the toes of their past selves is funny).
(TLOK also had issues in planning because it came at a time where selling shows / renewing shows was a lot more cutthroat than at a time when ATLA was made. It's similar in a way to Buffy vs. Angel, where Angel ended up getting unceremoniously chopped, plus had issues in planning for renewals which caused significant rewrites to the last season or two)
I know it was made by the same people. I know everything about those two shows. I understand what they were trying to do. But they did it poorly.
It was poor innovation. You want me to go on a tangent? I will.
They had previously built a world that made sense on its own merits. Then they tried to change the world to fit their new storyline.
However, it didn't come with full consideration of how the worldbuilding works in the previous story and how it works in the story now.
Yes it had issues in planning. That might excuse the first season, but it doesn't excuse every other season after it, especially the second season.
Like I said - good innovation is brave and considerate. Or even small and interesting. But it's not slapdash and rushed. Even if that rush came from Nickelodeon and not the studio.
The devs did. They even changed things during development based on fan reactions (such as the renaming of historical choices in civ selection). It still wasn't received terribly well.
I personally think they can turn it around, but meaningless platitudes help nobody. "just do it well" isn't helpful advice.
"don't rush the game out of the door so 2K can get their quarterlies looking better" is probably better advice. But not very helpful for Firaxis.
I recognised in my writing that the developers did consider some aspects, like with the unlock system (and ie the historical / geographic choices)
But they didn't consider all aspects.
Did the developers consider some players want to play one Civ from start to finish?
Did they consider some players want to play variety of maps, not just home lands vs far lands, for example even TSL?
Did they realise that some players did not appreciate being railroaded? Or that some players wanted a more intricate government system?
Or maybe they should consider that some Religion starts in the Antiquity and lasts the whole of human Civilization. And some does not.
Now, obviously it's impossible to consider absolutely everyone and everything, but this is why market research exists.
The problem with Civ7 is that the design is linear, it tells you how the game will be played, almost exactly like human history, but not quite. This isn't quite brave or considerate.
If it was considerate, it would have allowed you to play in different ways like I mentioned. IT would be open to mechanics existing across ages. But it is not.
I think some people think that just because the game was rushed, makes the entire fault of the outcome. No, this is not true.
First of all, you realise they have had almost 9 years between titles? Even if you cut it down to 2-3 years of development, this is generally enough for a competent team.
The game was rushed so the UI sucks - this makes sense. But is the rush the reason the design doesn't make sense?
No, they had plenty of time, feedback, money and a decent sized team.
You might enjoy this design because you may happen to like to play a particular way that meshes with the design very well.
However, many people are not considered in the game's design. Not to mention for example, modders and map-makers currently have nothing.
Although this is indicative of release-now-fix-later development style.