Because practically no one cares about translating this stuff except for Pepsiman, and there are probably just a few more people who even care to read the translations. Probably close to the same reason there are no clear new character theme rips from P4A2.
I was really surprised to see that the interview had apparently gone untranslated for that long considering what sort of content it has. I put out my feelers to make sure I wasn't stepping on anybody's toes since 99% of the time I prefer for my work to be original as long as any existing fan translations for other stuff is sufficiently solid, but as far as I could tell, nobody had even done a text dump. Normally I can expect that much from Persona General over on 4chan, but that doesn't seem to have been the case this time around. Nobody probably really bothered to check those scans since normally the magazine is a pretty brazen marketing rag, as one would expect, pretty to look at though it may be. Just happy I could do my part to unearth some interesting stuff and make it a fun experience to read! The magazine had some similarly interesting reads with people like Meguro during its initial run, though, so I'll probably at least be keeping a closer eye on any subsequent issues they put out moving forward.
Anyway, I saw that you all were discussing what Hashino meant when using terms like "approachable" and whatnot with regards to Persona 5's story, so I thought I'd shed a little bit more light on that part of the interview. That question was actually probably the hardest of the bunch to nail down as a translator, since even in Japanese he's a bit wishy-washy. That follow-up question where the interviewer asks, "Oh, so it's kind of the same as the other games?" is written in such a way that even they want a bit of a clearer answer out of him. Anyway, in the original Japanese, Hashino goes on at length describing Persona 5's story as literally being comparatively ストレート, or "straight," and that word is about as flexible as it is in its native English. It applies as much to a person's hair as it can more abstract things. But in that elaborated answer he follows up with, it's clear that Hashino's intent isn't to really dumb down the story or anything so much as to perhaps change how the game's themes are expressed, so I went with the language that I did because I personally wasn't getting the impression as a translator that he meant "straight" in much of a literal sense. He actually uses that word quite a lot in that part of the interview in the original Japanese, but to avoid redundancy, that's why you see my translation using alternative words like "accessible" and "approachable" and whatnot; I basically used viable synonyms depending on context so as to make it a more enjoyable read in English without sacrificing the core intent of his words. There's a much more literal way to approach that answer, but I think it produces way more semantic problems in English than what I wrote does, but that's just me personally.
So I'd say based on how I interpreted his Japanese personally that I think people like Flux and Sophia are on the right track; it's more about tuning the game's themes and creative intent to be more readily resonant than anything else. I think it's just one of those things that he's deliberately playing close to the chest so as to not let out a whole lot of concrete details spill out about the game just yet.