If each vote has a bugreport, or is, in being somewhat telling in the three scales (gameplay, aesthetics, stability) with a means and a variation of two on each side (5 stars), it doesnt have to be an accumulated approach, in where you need masses of data to reconstruct a trend opinion.
ekianjo
You vote less on the first, then add a connected comment explaining things. (if you want to complain about something specific, make it specific, not a rating value)
Then if there is development on the matter, you can be prompted to update your vote too.
Making the values -2 on one (-1) side 0 average (1) and +2 on the other to take care of the number bias, people are more likely to vote middle then.
Stability could be 0 by default with the option to subtract 2.
It makes for more valuable categories, "most aesthetic" for example, in whatever other boundary you are interested in.
If its a sortable meta-table it makes it easy to find info like what is the most positive puzzle game after date .... or which game is the most downloaded in a compo.
More things to compete for and nerd out about. We all enjoy statistics.
For programs gameplay means function and aesthetics means intitivness/use with stability being the same.
I often find myself deciding against voting just because its so discouraging to the dev. My input to change to for example a new version of a library, be lost in the comment section pages, largely unconnected to my vote. And thats best case, which is i state my view, rather than just vote.
(We already have forum threads serving this purpose, connect the two in a manner that makes more sense.)
Voting 5 now on something thats already 5 does nothing but solidify that 5, which is better generally, but also has ups and downs as i mentioned before.
Voting now means either you generate 5s or you are discouraged from trying to acheive it, because its not possible once you accumulate anything less.
In turn making it a binary system with no negative metric, either its 5, or its silence.