This one has garnered a V-shaped distribution, with a good number of loves and goods, and a fair number of bads, with fewer in the middle ground. In many ways I'm not surprised, given that it is a system whose gameplay runs quite differently than the 'typical' (ie D&D-like) RPG.
I think we should be cautious of buying into too narrow a conception of what is "typical" or "traditional". I was trying stuff with PC backgrounds and backstories, and framing situations around those, in the early 1990s. It didn't always work, and my vehicle - Rolemaster - was manifestly not as suitable for the task as Burning Wheel.One comment earlier in the thread said that Burning Wheel needs a partial success rule; I very much agree with this. However, with FoRKing, help, artha, etc, you can usually get success by leveraging resources. In these kinds of games, each player is a mini-GM, and they have their own little pool of resources they can use to sculpt the situation their character is in. When viewed at like this, Burning Wheel is very much a story co-creator game, and less a "traditional" RPG.
In the roleplaying club that I was part of at that time, the RM group was regarded as very "serious", but not as freaks or anything. I see a system like BW as taking aspirations for rich, character-oriented RPGing to a further level of possibility. But not as a departure from or repudiation of all that was going on before.