Again, it wasn't a safe game at all. At least, not in terms of its narrative and gameplay. It actually takes some pretty bold narrative risks, including subverting player expectations ]by throwing them into the shoes of Abby, who players initially see as the antagonist. This switcheroo challenges players to re-examine their preconceptions and biases, and to see the story from a different perspective.. We all know how important this aspect is since it was one of the catalysts that has divided the fan base till this day. Moreover, TLOU Part 2 tackles some heavy and complex shit, including trauma, revenge, and the cyclical nature of violence. You don't see these themes being explored in mainstream AAA titles, and the game's willingness to tackle them head-on is a risk in and of itself. Then there's also that the narrative structure which is kinda unconventional, as it has flashbacks and non-linear storytelling which asks a tad more from the player than your usual run of the mill AAA game.
As for your take that the the game's length is bloated with nonsese or is too long, I can tell you that every aspect, from gameplay mechanics to the narrative beats, has been carefully crafted to serve a purpose and contribute to the overall experience, since we all know that TLOU Part 2 is a heavily defined by its character-driven focus which surprise, surprise relies on the player's investment in these characters and their relationships to drive the story forward. So this "bloated" playtime allows for more opportunities to explore these characters and their motivations, making their arcs feel more impactful. All this being said, let me know if I "conveniently ignored" any other part of your argument regarding TLOU 2.