And what you're saying here is all your own feelings and opinions about it.
Which is basically my point -- that you can't generalize about what the audience wants. You have your preferences, I have mine, and they're different -- but we're both members of the larger audience. The audience is not a monolith, so there will always be
some people who do care when something they know well is egregiously inaccurate, even if most of them don't. So a good writer will try to consider the entire audience with all its diversity of viewpoints, not just some imaginary uniform average. It's not about choosing just one perspective and ignoring the others. It's about trying to encompass everyone to the best of your ability.
I love shoes with inaccuracies. I know accuracy is hard so I'm more forgiving if the show sets up other facets in satisfactory ways. Technical accuracy is great but can make a work feel sterile.
But that's why TV shows and movies have whole teams of creators (and why solo authors and novelists have consultants) -- different people can focus on different aspects at the same time, so it doesn't have to be a zero-sum choice where more care put into one aspect means less put into another. The more care
everyone puts into their respective parts of the whole, the better the whole. It's about the overall mentality behind the production. I believe that the creators who put the most care into the believability of the characters and the substance of the story will put the same care into making
everything as credible as possible, even if it's something most viewers will never notice like the instruction signage on a spaceship airlock or the label on a wine bottle. Whereas a production that tolerates laziness or carelessness in one aspect may well tolerate it in others. The parts aren't in competition with each other, they're all supporting the same structure. So it's best if they're all as strong as they can be.
Granted, there are many writers who do see it as a choice between focusing on characters and drama or focusing on the technicalities of worldbuilding. But I agree with my first editor Stanley Schmidt that this is a false dichotomy, a blind spot on the part of creators who think that way. In one of his editorials in
Analog Science Fiction and Fact, Stan argued that characterization and worldbuilding are not opposed but interconnected. The world the characters inhabit informs their choices and actions. It defines the possibilities available to them, the limitations they're under, and the worldview and attitudes that shape them. For instance, a story about characters in the age of smartphones and the Internet would have to be told extremely differently than a story about identical characters in the 1970s, because the difference in technology has a profound effect on the characters' knowledge, options, and interactions. So the setting is a "character" in the story as much as the people are, and thus needs just as much care and thought put into its development, into the way it works and the way its rules affect the characters' options and perspectives.
Yes, poetic license is a thing, but my English teachers always stressed to me that you need to learn the rules before you start to break them. Savvy audience members can tell the difference between an inaccuracy resulting from informed poetic license and one resulting from ignorance of the subject.