So, you know how BioShock Infinite does that extremely jarring thing of applying the typical lib anticommunist "both sides suck" thought terminating cliché to a slave revolt? That's probably a product of rewrites.
In early interviews, Ken Levine talks about the Vox as "starting as kind of a student movement, working to unionize workers, protect rights of minorities" and an "internationalist movement, a worker's movement". IIRC there's even some vestigial elements of that in the final game, like the red color scheme, and an audio log that unsubtly draws a parallel between the Vox and the khmer rouge, something about going after people with glasses/intellectuals (I might be missremembering this last one, since I couldn't find it by CTRL + F on a transcript).
That's apparently just how all Levine projects go:
From this article (or archived here). Typically you wouldn't see having to do massive crunch at the end of development as somehow a positive, but the genius auteur mind of Ken Levine understands that being forced to rush things right at the end is good for art actually.
This is what Mensa brain savant Ken Levine calls "environmental storytelling"—simply make your company a hostile hellhole to work for, and the story gets done.