Don't hate the player...hate the game...
Look...it's just spitballing (now that I'm warmed up)...and I don't know a thing...
...except I know how disney operates...lots of old dogs from the Eisner era still pull the strings in many ways...and they don't like to deviate from what they see as their core brand philosophy. Unlike iger...they think that they own exclusive rights to high quality family entertainment...even if iger doesn't. That called "wdi"...and park operations execs.
I'll cautiously give them a chance. Even when they're firing on all four, Disney seem to take one step back for every two forwards with the parks. But... Pandora was a stop-gap that shouldn't have been needed: they let Universal play catch-up and Universal used the time to raise the bar. Star Wars needs to be a success for them lest Universal fully gain the aura of the cool inventive park company. Interactivity is a coming trend. Disney parks were first designed in an era when entertainment consumption was entirely passive. The parks moved the goal-posts a little as they allowed guests to visit the places in the movies, but that's as far as it went. To some degree Universal has forged ahead of them a little here, but Disney are conservative, and aren't going to mess with their formula. Having CMs doing things that might scare kids is not going to happen in a Disney park where Universal are more willing to go that path. Having rides that are too aggressively thrill-seekery or scary is a hard choice for Disney because they get a level of guest push-back that Universal are seemingly escaping.
Doing some back of the envelope math, this Star Wars hotel would pay for itself somewhere in the 8-10 year mark, I think. Maybe Disney are looking at this as being a revenue generating research lab? They can try ideas, and do things in this resort that they'd never risk testing in the wild in a park.
They must know that the video game generation will increasingly want to be part of the worlds they visit, rather than just spectators, and that over time they're going to need to offer more dynamically immersive entertainment. A murder-mystery weekend where everyone (or at least every room party) gets to affect the storyline in a small but seemingly meaningful way[1] is not that expensive, and could give insights to how people will behave when given the reins for a few moments.
[1] To give a simple example - you're given an assignment to identify a rebel in the cantina and slip a message to him. The message is presumably a warning of some kind. Sone guests will deliver the message, some will opt to not deliver it. Either way, the story maps out the same. If you deliver it, the rebel make a scene of fleeing the cantina, and escape mere moments before First Order guards enter to search for them. Don't deliver the message, the guards enter, and there's a lot of noise, but some of the rebels escape anyway. From the guest's POV, the story unfolded the way it did because of their choices. On the storyboard graph, all roads lead to 'z'.