The difference is that Crash is aesthetically pleasing and visually interesting as a character. He has our brains recognize as cute, in the way a puppy is cute, but his design is also playing off a shared visual language of a long line of video game mascots like Sonic and Mario. With a single glance, you know what he's about, what he does, what kind of game he'll be in. He looks cute, light-hearted, family appropriate, fun, and active.
We have a shared visual language from our culture for females too. The Intergalactic protag looks counter-culture, bitchy, pissed off. These are all negatives to me. I don't want to hang out with her. She doesn't look friendly, or cool. She's not pretty in a way that makes my brain light up. She has androgenous features. In real life, I am more likely to want to be friends with attractive people--even if I'm never going to sleep with them. The Intergalactic girl just looks like someone who cut me off in traffic and doesn't take care of herself.
It's arguing in bad faith to boil down the reception of this character to a lack of sex appeal. She looks the way she does because what is depicted in the trail is what someone at Naughty Dog thinks are "cool" traits --the rejection of classic gender roles, a flippant attitude towards authority, unearned confidence bordering narcissism.
She's signaling all the woke tropes we've learned to distrust in games. Time after time, we've seen that when woke signals appear in media, the final product is tainted by a culture that doesn't value hard work, merit, or objectivism. The craft of producing a great game takes a back seat to the ideological messaging. The devs go easy on themselves because being critical is against the nature of the culture. They can't even develop the critical skillset necessary to create something great because all they know is subjectivity and acceptance.