Sorry, that is semantical and basically a part of math, so my language skills are lacking here to express myself. Also, it is art and without a huge marketing budget, it is also luck based.
Hmm. What would be an example to show by other topic, what I meant. I can only think of not quite good enough examples. Maybe this one:
If you wear a seat belt while driving your car, you increase your chance of survival in a crash. But this will not mean, just because you wear a seat belt, have an airbag, drive safely, etc, that you will have a crash - or survive said crash. Other people might have a crash without trying and even survive without buckling up.
If you have a demo version of your game, you increase the chance, a potential buyer will check out your game. But this will not mean, just because you have a demo, a good desription, nice screenshots, and adverstise yourself on youtube and social media, you will attract (paying) players. Other games might go viral without trying and even have commercial succes without advertisment or demo versions.
(Driving reckless would be a marketing budget. As I said, the analogy is not good. ;-) )
Also, this is only my opinion. Maybe look at top-sellers on itch, if you see any patterns. My first impression was, that the current top sellers went viral on youtube.
For your game, it might be as simple as people not wanting to buy it in early access. You have more ratings than some games that are here and on steam and are moderatly successfull on steam. Or maybe the people that previously followed you, were looking for other things or are more interested in free games.
tl;dr reducing a hurdle does not mean that people will run the track to begin with