I saw a series of studies once for HRT (not a surgery, but relevant to transgender research and major bodily changes) that said that 90% of patients reported either an improvement or at least no change in their quality of life after HRT compared to before. Of the 10% who reported a worse quality of life or stopped treatment, the majority of causes were due to external factors such as harassment/hate crimes or being disowned by friends and family. The least commonly reported cause was post HRT regret, and the vast majority of that 10% said that they would be restarting HRT as soon as they safely could.
Not only is that a huge success rate, but it also says something about the percentage of people who would respond to such a survey, as going "stealth" as it's referred to, can be a major component of transgender people's safety considerations. If people don't know your trans, you can't be assaulted for it. And considering the sexual assault rate for trans women in the US is 80%, they have reason to worry about that sort of thing. Also, a quick Google search tells me that the average response rate for medical surveys is 76% for in-person surveys, 65% for postal, and online surveys are 46% for website based and 51% for email surveys. So that 59% isn't too far outside the range as long as it isn't in-person surveys.
I think it depends on whether or not people are coming to games like this having played ttrpgs before. Video games often punish failure, whether by removing quest rewards, impeding forward progress, having no follow up to a failure state, or even an outright "game over." This trains a lot of gamers to min-max their playthroughs of games so as to not miss anything, as even a failure in a conversation check can lock them out of content. This was something I struggled with as well, quick-saving before every conversation in case I failed a persuasion check or something and was punished for it. Up until I did a quest in this game where a character died by accident and the game just kinda went, "That was a thing that happened. Anyways, here's your xp. Let's move on."
That broke me from that mindset because the game wasn't punishing me for screwing something up - it just changed the flow of the story. It was no longer like the game was a Dark Souls boss where I had to learn the right pattern to get the game to give me what I want, now it's play the game the way I want and see what wrenches it throws into my plans because the game won't lock me out of half the story because some kid died in a sidequest, it'll just give me a different version of the narrative.
Now I largely use quick saves just in case me and my buddy mess up an encounter so badly we end up with a total party wipe, or if we just wanna try something funny like using shrink + a potion of giant's strength to see if we can throw Kagha off a cliff in the druids grove (it didn't work).