Negative traits and consequences are the best part of gameplay in The Sims series to me. How can you have good without evil? How can you have success without failure. How can you have a sweet Sim without a mean one? :D
Mortimer Goth in TS1 is one of the most hateful Sims ever created in the entire seires. It's clear when you try to build a relationship with that Sim so your Sim can get a promotion because they will literally starve if they don't have enough money for food. Or you have to resort to selling off the furniture to buy food if they aren't making enough money. Mortimer doesn't help that situation at all when it comes to gaining a friend so your Sim can have a few more dollars if he is the one you need to cultivate a relationship with so you can get the promotion.
It's not only his personality but his interests and he never seemed to be compatible with any of my Sims I created.
It's so easy to see how easy the game has become when you look back at TS1 and compare it to the rest of them. TS4 being right on the level of MySims for tiny kids.
I was somewhat relieved TS2 wasn't that hard and I was happy to see TS3 added even more traits and experiences but they too seemed not as important than TS or TS2 with sometimes just giving a buff rather than a life changing experience and or break down or anything that wasn't just easily ignored just like in TS4. Negativity could affect other Sims in the older games. Such as a Sim stealing the paper everyday dang day before your Sim had a chance to find a job. Or causing fights out in the public leading to other things happening if your Sim somewho got involved. I have seen Sims autonomously come to the aid of another Sim and or get involved with some arguments and or fights and wind up in one themselves. lol TS4 has no such blowback.
The good, the bad and the ugly is why I love the older games, because it's not about what level my Sim has reached to get that aspiration or whatever TS4 has to offer but the journey. I'm sorry to say TS4 has forgotten all about the journey.