Thanks for playing and your well written feedback!
To be completely honest, I think I disagree, but of course it is subjective. I prefer to offer a mystery (why is everyone else in the village being mean, and happened to our mother) without explicit explanation, then slowly build hints/clues (like you mention with the scarf, and later with the linger scenes between scene transitions).
In timeline terms, the beginning you are imagining does exist, and by the mid/late game the player has their own ideas about how it went. Maybe they are "correct", maybe they are not but I think it's fun to let people theorise without spelling it out because I prefer a slow unravelling. I also like the reveal of humans to come unexpectedly, and without explicitly naming them as a/the danger beforehand. It's fun to watch people experience those scenes and fear the humans the same way the other animals do - the other animals wanted to dampen the capybara's kindness to save him because of that fear and the player gets to experience the outcome of allowing him to be his own little helpful self instead.
Sorry that got a bit away from me there, but yes, essentially I wrote the narrative the way I like to experience stories. I understand that style (I guess it's the mystery box style, but hopefully I provided acceptable answers to all the questions I seeded) isn't going to resonate with everyone in the same way and that's totally okay!