
I just played a dunwhich campaign solo with this weakness, and I have to say I'm a bit lost as to why people find this weakness anything more than a slight annoyance.
Firstly, as a rogue you can hard counter it with 3xp, which is what I did scenario 3, using Another Day, Another Dollar. This means for 3xp you can remove your weakness from the game. That is insane value, that ANYONE would take, as tempo and consistency are everything. Survivors also aren't resource hungry, so to them this is a mild speed bump, as its seldom you build a deck that requires 5 resources turn 1. Leaving 3 classes that MAY struggle with this.
Secondly, it's consistent you get it every game. That to me is it's strength. There is no swing. Knowing you have to play around -2 resources means you can hard counter it with tech options, or taking two SAFE actions to counter it. Sometimes I'm engaged with something and can't two action Chronophobia, but need too. This is "whenever you want spend two actions to counter". This game is all about chaos, and your deck ideally is designed to counter it, this "weakness" removes luck and chaos, which overall makes the game easier.
In solo two actions for a weakness is crippling, in multiplayer its light, but with so many players two resources means nothing, so this weakness really hits hardest in duos, when you run the traditional "seeker/guardian asset heavy" combo. When you do run guardian/seeker combo and get indebted it isn't that big of a deal because guardian/seeker is so insanely strong.
Also remember that this makes drawing FAR less scary, which unless you have a helpful weakness i.e Dread Curse in a curse deck, is a major help. In summary, this weakness is consistent, meaning you know how to counter it, thins your deck (which is great), can be hard countered or ignored (depending on class), can safely be countered, doesn't swing games.