I think a lot of expectations seem reasonable on the surface–if games happened in a vacuum or were run by robots. They do not and are not.
I think everyone is happier in the long run if when they notice that they do not get a response in the amount of time before they start to feel resentful and this seems to be the rule rather than the exception either they need to accept that and play with what they have or it is time to move on.
Staying while mad and steeping in resentment poisons the experience even when it is your turn, and can also affect everyone you are around too. It doesn’t really matter why. If the Could/Should isn’t happening for you, it probably isn’t personal (unless thats your usual experience across different gamerunners and genres, in which case perhaps some introspection is needed). But it is good to make some realistic expectations shifts in how much mental energy and time you want to invest in a game where for whatever reason there’s a mismatch in what you get vs what you feel you’re giving.
And sometimes players need time off to recover from a previous bad experience elsewhere. Few things kill staff or storytelling morale (or player morale) than a player vomiting game trauma dumping all over them and having a huge chip on their shoulder about how other people have wronged them elsewhere and are unable to interact without mentioning it frequently.