I feel like people criticize and complain about aspects of the "Doomed Chain" that are pretty tame. Yes you will have to start with another lvl 0 investigator mid-way through the campaign. Yes most of the time there isn't really anything you can do to deal with Doomed and Accursed Fate, as not drawing isn't a viable option, removing any agency from the player. But in exchange, you get a weakness that is never very dangerous or hard to deal with in gameplay.
The actual bad thing making this the worst basic weakness to me, is that when you draw The Bell Tolls, it means you don't get to play the game anymore. If you find yourself drawing it early in a scenario, you're left spending the next, depending on player count and which specific scenario, 2 to 6 hours not playing the game. That I assume you enjoy playing. Maybe some people will like that a weakness can hurt you in real life, but I feel like this is pushing it a little too far. It isn't much fun to simply not be allowed to play. It's actually even worse if you happened to get lucky and only get The Bell Tolls added for the last scenario. You're then robbed of the big final if you draw it early. Like if a coop video game decided in the last 5 hours to lock you out of playing, now you only get to watch your friends finish it.
To me the whole thing could be fixed if the effect of The Bell Tolls was something like "Revelation - The hour of your demise is arriving. In seven rounds or when this scenario ends, you are killed." Because the "Doomed Chain" can be pretty fun, at least before the very end. Being scared of finding your weakness because drawing it will have actual big repercussions, is a very different feel than playing with any other weakness. I just think the repercussions should stick to gameplay ones (killing your investigator), rather than the chance of making a specific session (or sessions, I only play in 4 players, and we usually take our time) of Arkham boring.