Bioshock Infinite was certainly flawed, and I agree that it's a worse game than Bioshock. But it certainly still had a lot of appeal.
The idea that whether a game (or even just it's story) is good or not is dependent on what level of socio-political commentary or allegory or whatever it fits in there and how well it meshes with the game is nonsense. It was the stunning, almost unprecedented (for a videogame) strength of Bioshock, indeed, but it's not necessary for a narrative to be good. A narrative can work on an emotional level or a character development level. Bioshock Infinite failed utterly at the social commentary stuff, but as the story of the journey of Booker and Elizabeth it was engrossing, and it set out to do what it wanted to do.
To add to that the setting was just as stunning and iconic as Rapture (more so to me) the music was beautiful, and the game was fairly well paced and not bloated. Sure, the gunplay sucked, but it did in the original Bioshock too. Having less options added to weaker level design is what made Infinite the weaker experience from a gameplay perspective.
Infinite wasn't a great game. It won't go down in history that way. And it was a mediocre or worse shooter. But as an experience? It was pretty good. It wasn't bad. And I'd defend it as such. The first hour or two alone almost made the entire thing worthwhile, and the last hour atoned for some of the sins of the middle part.
I just don't like the idea of criticising it just because it's a character-based, emotional narrative rather than a philosophy-based, intellectual one. That rubs me the wrong way a little bit.
Loved Bioshock 1 & 2. Really disliked Infinite.
I think a large part of my dislike, aside from the tedious gun play, was that the environment didn't do much for me, I found it really dull. It also appeared to be some sort of uber religious society in the clouds, yet they sell vigours/plasmids at local fairs that let you mind control another person until they kill themselves. It just didn't fit. Rapture seemed a far more cohesive environment to me.
If there's one thing I'll agree on, it's that the vigors absolutely didn't fit. Then again, I didn't think they fit in the original Bioshock either, but that's a minority opinion. They were presented as genetic mods but functioned as magic. Having magic in that environment took me out of the game world rather than tying me to it.