It would be for me
(thx for the welcome, glad to be here thoughtdumping)
Serious version of reply: I am admittedly probably a specific kind of player, I don't find combat fun (temporal storms and stability stay off) and instead I play VS sort of like a single-player Rimworld or Clanfolk. I like resource management, and my source of fun is figuring out answers to the question "what should I do next to meet my needs/achieve my goals with the tools at hand". I keep having fun as long as I have to put some real thought into those answers; my fun lasts longest when there are many factors to take into account that make the right answer a little different every time.
As it is right now, VS is quite linear and my games so far (caveat: first year, up to bronze tech) have mostly been faster or slower versions of the same progression, with some seeds being objectively better/easier than others because there isn't a lot of horizontal variety in how to meet needs/achieve goals, just compromises I can make when a certain resource is less available. I know there's a lot on the roadmap so I'm not bothered by this linearity so far, but I'm excited for any new features that diversify the game world and what challenges it presents the player with.
There are a lot of linear difficulty toggles in worldgen that directly increase/decrease ore rarity, combat difficulty, ease of satisfying hunger, seasonality, etc etc etc. Climate being yet another linear difficulty toggle would disappoint me immensely — in the real world and in many other survival/sim games, life in different climates/biomes demands different technologies and different strategies, fit to the resources and challenges of the local environment. And that's exactly the kind of problem-solving that's fun to me! I hope VS becomes the kind of game where when I'm designing my long-term base, I'm thinking about what materials are most appropriate for the amount of rainfall, how to vermin-proof my cellar, whether the local wildlife can climb or not, the best workshop layout to get summer work done without tiring myself out...
And so on.
(And, of course, I hope it stays the kind of game where you can toggle many of these elements in worldgen, so that players who don't want to spend their time outsmarting rats but do want to spend their time gearing up for temporal storms can keep having fun, too.)