Anyway. Enough fast food and politics in the elfgame thread, I suppose.
How about weirdly meta game design criticism, then? I don't mind Wendy's making a reasonably competently executed pnpRPG if that's how they want to spend their ad budget, although I would like the writers to be properly credited, but I do worry that it's accelerating the trend of pnpRPGs being art first and art generators later. The constant Wendy's puns just make it a little more blatant that the game was designed to be talked about rather than played. If normal RPGs are a sandbox with a list of rules to keep from kicking everyone else's castles over, this new form of game is a lot more like a theme park ride: you sit down, strap in, and an experience is generated while you watch. Invisible Sun has a similar problem of presentation, as does Blades in the Dark, in that both project this idea --and in the latter case at least, the fans amplify it obnoxiously -- that these are Well Designed Games with Elegant Mechanics and if they don't do what you want then what you want is bad and you should feel bad. (Jenna's Morans tend to exude this kind of smugness too, but they're after something different entirely.)
I just worry that, as RPGs become more about the books and less about the fun the books let you craft, we're moving toward this idea that a game can be good in this rarified objective sense that has nothing to do with how fun it is to play. That feels like a loss to me, and RPGs that exist primarily to be remarkable, like this one, feel like they're accelerating that.
I feel like this game and the main thing you're concerned about are different.
First of all, the Wendy's game has puns and fast food theming, which is consistent with its purpose as a jokey fast-food oriented game. Being silly or having a specific theme, however, are both features that are in no way counter to playability. They might wear on you for long campaigns, but not all campaigns are designed to be long and someone in my group already expressed interest in having a game of the Wendy's game. I imagine it would be a one-shot using the included adventure content.
You can say it's a theme park ride in that it's designed to be specific, but being specific vs general is in no way related to the idea that a game has less interactivity or more railroading. Not every game has to be a big general thing; we've already got GURPS for simulationists and FATE for narrativists, and neither one does any particular type of game as well as a system written just for that. If a game is only played once, then that's still a game that's played once, and it's still a fun evening. If you had to pay for the game, I can see comparing it unfavorably to more versatile systems, but this game is free.
I do agree that there's an idea of a "good game" that doesn't relate to how fun it is to play, but that's hardly the issue here. The Wendy's game is designed like an OSR-type game, in that it focuses on D&D-style play without caring about the fact that d20 doesn't let you stick your nose quite so high in the air as other systems.