Unfortunately, there is a difference between caring about something and being willing to spend money on it. One of the pitfalls of being in the content business is listening too much to what your customers tell you they want, because sometimes people are inaccurate judges of their own desires.
The number of people willing to say “bring X over! I want it!” who don’t actually end up buying it in the end is significant enough that you have to take it into account. How many JRPG fans wanted Sakura Taisen to come over? Then when it was actually released, how many actually bought it?
Popularity doesn’t always translate into sales. In the case of many anime, the “popularity” of something in the fansub circuit actually tends to undermine its ability to make money (because people “already have it”). And in the case of video games, it often turns out that the grass looks greener on the other side: when a title finally does make it across, the reasons why it got passed over become apparent now that people are actually reviewing and playing it, rather than getting their info through the filter of a language barrier.
Sakura Taisen 5 was a good game, but not a great one. The writing was a bit too silly in parts for my tastes. If we’d gotten the game five years ago, it would have (maybe) fared a lot better. The competition was much less, but the market buzz it would have gotten would also have been a lot less. Quirky Japanese games didn’t really make it big until after Disgaea.
But it was released in 2010, and so ST5 was competing against games like Persona 3/4, Odin Sphere, and Mass Effect 2. And I’m sorry, but it doesn’t win that fight. Maybe a different game other than ST5 would have helped (since ST5 is the weakest), but going back further in time is an even shakier bet. Lunar gets away with it because people fondly remember it. Sakura Taisen? Its window of opportunity seems sadly to have passed. If a licensing decision had started with ST1 and occurred several years ago, it might have been a very different story.