it's often said that while players aren't good at making solutions to a problem, they're really good at finding and pointing out that something's wrong.
Yep, pretty much. Although, I would also add that a lot of the times, they may feel something is wrong but not being able to articulate as to the why and how.
The worst your playerbase feel about your game, the less you'll receive quality feedback as well.
It'll all be like "everything is shit, fix your game" type of vibes. You might get a huge negative reaction to something mundane because everything is on fire. I recall that the WoW team have said that feedback filtration gets much harder during bad expansions where there is so much negative noise.
It's why it's so important to have a lot of data collection(like how much XYZ of the playerbase engage in the content, for how long, and what's the general satisfaction of doing said content, versus only doing it because it's a reward) that actually can sort of help them navigate what the playerbase is saying and what they actually mean(the community isn't lying, but they might not really know what's their most pressing issue).
But not all studio has the the telemetry set up correctly with all the variables to be able to really look up how players engage in their game. Plus data reading is an art form, especially when it doesn't really tell you what's the feeling when they're doing the content, just that they're doing it.