okay random 4am rant time, don't take it too seriously, but: people need to recognize there's a difference between "bad worldbuilding" and "worldbuilding styles you personally don't like."
bad worldbuilding is, for example: internally inconsistent, bigoted, or something else that messes up the plot or characterization of the story itself. sloppy. careless.
things that are *not* bad worldbuilding:
i've been thinking about this in the first place because i saw a post about the Murderbot Diaries a while back (don't know who made it, don't care; this ain't personal) saying the worldbuilding in those books is bad and lazy. to me, as an avid sci-fi reader and writer, that is clearly not true. but i understood why they thought this. the series uses extremely minimalist worldbuilding which intentionally withholds a lot of detail, in a way that is consistent with the (nonhuman, robot, depressed robot) first-person POV. this could also be a feature of the author's writing style in general—i haven't read her other works—but i wouldn't bet too much on it.
the signature of intentional minimalism is that there *are* details about the speculative setting—they're just doled out very thoughtfully and sparingly. the intent is to leave you a little hungry for more. it's to make you think very carefully about the details you do have. this is best suited to stories that already have elements of psychological and/or mystery plot types. the worldbuilding you do see should still be believable, internally consistent, and have interesting implications if you think about it a bit. but you are for sure going to have to think harder to get it.
if you're not in the mood, i will concede, a minimalist style definitely comes off as a bit dry. if you are in the mood, it's relaxing.
this is a big one for sci-fi fans in particular. see: the constant debate about whether any particular story is "hard" or "soft" sci-fi, and whether soft sci-fi is bad, etc etc. but worldbuilding doesn't have to be realistic to be good. you're allowed to have Jedi and humanoid aliens and time travel in your sci-fi. you're allowed to have historical anachronisms and astrology and po-ta-toes in your fantasy. whether or not they're silly isn't the deciding factor on how "good" these worldbuilding elements really are.
the key thing is tonal consistency. you've got a serious high-fantasy setting with its own strict, un-Earth-like theology and magic system, and you throw Santa Claus in there? yeah, that's not gonna land well. but C.S. Lewis can get away with that in Narnia just fine. why? because the Chronicles of Narnia are whimsical children's stories with a strong Christian/Western mythological influence already, and their central conceit is a crossover between the mundane world and the magical world. of course Santa can cross over too. it's whimsical, but it's not actually random. (and if you ventured into straight-up comedy, you could get away with random too. as long as it's funny.)
i don't have a good example for this off the top of my head (maybe Murderbot again? idk, i'm sleepy, fill in your own) but i'll tell you how to recognize when this is done well.
by definition, an unreliable narrator has some key misconceptions about their own world. so how do you tell what's going on as a reader? how do you know the writer isn't equally confused?
you connect the dots. solve the puzzle. in practice this is similar to reading a minimalist setting—but instead of just sparse clues, you also have a boatload of red herrings. you can catch some of these misleading details by comparing them to your real-world knowledge and saying "wait, this doesn't add up." other times, the false clues intentionally trick you by subverting those real world expectations.
the trick is in the consequences. regardless of what the narrator says, their actions should still have logical consequences. there should be things going on that the POV character doesn't know about. the character will be forced to learn and adapt their narrative because of these shifting circumstances. you can catch them in a lie. the inconsistencies themselves tell a story.
i'm gonna stop myself there because this post is long and i oughtta be sleeping. just. this is a distinction worth making. is it really bad worldbuilding, or is it simply not the genre you're craving today? learn the difference for your own sake. you'll have an easier time realizing if a story is something you'll find enjoyable to read, regardless of its actual quality.