As to the general question, I’d say if you want feedback, you should definitely upload it. There is no other way to see whether it would provoke some interest or none. If you’re worried that players could be disappointed because it’s not finished, just provide a good description to accompany it, so that everyone knows what to expect. Additionally, posting here about it like you already did and explicitly asking for people to provide feedback is certainly helpful, too. And it sounds like you’re realistic and prepared for everything, that’s perfect. As you suspect, the audience for a minimalistic and episodic first timer module might be rather low - even a full blown epic might struggle to get lots of players these days - but your main goal should be having fun with the toolset, not getting famous, and even if you only manage to entertain some lone individuals apart from yourself in the process, that’s already a win-win situation. Besides, any kind of feedback - praise or criticism - will probably teach you something. So like Mmat said, what do you have to lose?
Every player has their own preferences and naturally you won’t be able to please all of them. The minimum that I would expect of a module is that it’s working, that someone has put some effort in it and played through it themselves to check that there are no game-breaking bugs in it. And I would hope that it gives me something interesting to do, that it manages to draw me in with anything motivating, anything that makes me curious enough to play on, whether it’s the storytelling, the combat, exploration, puzzles, area design or whatever. IMO, it doesn’t have to be good in all of those aspects and neither does it have to include any of the things you mention, in order to entertain some players, if it’s good in anything at all.
My personal pet peeve with “minimalistic” modules is when I feel the author hasn’t really put much effort in anything and leaves too much up to my imagination while not really inspiring me. A common complaint in this regard would be that areas feel empty because they are too large compared to the small amount of interaction they offer, so that most of the time playing is just spent on getting from A to B through more or less familiar and samey looking environments with nothing interesting happening in between. Like I said, the interesting bit can be anything, even just creative object description or environmental storytelling, anything that dissuades me from the prejudice that the author just quickly threw some stuff together without caring whether it would provide anything new and entertaining for the players, anything that makes me want to see what’s next and prevents me from getting bored. If that’s achieved, anything else is secondary. Which doesn’t mean that the module is better without it - on the contrary, it can definitely improve the module and widen its audience, if it’s good in several aspects and offers lots of additional features - but it’s not necessarily essential if you manage to get some hooks into the player.