I totally agree with your points. But...There are two types of people:
The ones that get that Homer Simpson is a bad image that should be avoided.
The ones that actually endorse and think he's a cool dude, and imitate his crap.
So, to be safe, I prefer a gameplay where you should protect people rather than making them die or some kids could get the wrong message (Imagining that this game could get out of this fourm xD)
One of the mini-games would be "pumping": The typical button fast smashing.
You have a gauge, the faster you press the buttons you fuck harder... but up to a limit where you
blow up the condom and get an STD and loose. So you should maintain a good rate but not overdue it... the more you approach to the limit, the more satisfaction-points you'll get from the lady on the end of the stage
Think of Mario Party. It's the best reference I can think of for the gameplay.
Going back...I mean, you can't say that the GTA series teach you not to be a gangster because you'll get wasted/busted.
Building up friendly characters that give you empathy... and then killing them (irreversible because is the story of the game)... is a
way more effective way to make you feel touched.
But of course this game I'm planning is more naif/non-story-driven. So this is left out.
As a cliché reference I'll bring Curly from Cave Story. The relationship to that character is build up to a point when she dies to let you live.
That crap is emotional. The main character dying? meh, you'll reload and continue playing.
Also, gameplay is gameplay. It could be about gerbils in space armed with spatulas... but if it makes you feel adrenaline and excitement, that's more important that the subject.
I mean, you can agree that moving around balls of goo isn't
extreme... yet with good gameplay/aesthetics it's made enjoyable.
Regards
-Martín