My thinking is that the odd number benefits town, and it eliminates the risk of a missexile. I recognize that we could have possibly eliminated a baddie, but we’d have needed five to exile and with two baddies that doesn’t seem likely. I can see why scum would be anti-no exile but I’m not sure why town would be.
In a purely vanilla game, the numbers did definitely agree with a "no exile". But whether it should have happened yesterday or today, I'm now starting to question the idea.
Yesterday would have been harder to exile a scum. We would have needed 5 of 8 votes... which is 5 of the 6 townies. Today, we need 4 of 7 votes (which is 4 of 5 townies). We still need all town except one... but we (each individual townie) needs to get 3 others to agree with us in voting today, where yesterday we needed 4 others to agree. So by this perspective, getting back to an odd number quickly does seem helpful.
But what if we had prolonged the day yesterday, rather than cutting it short? And what if we actually did try to get an exile off yesterday, rather than jumping straight to "no exile"? Bounce ideas back and forth. Try a wagon or two. See where people are voting. See if some people are eager to jump on any wagon or hesitant. And if we didn't get anywhere, then near the actual end of day, we could swing back to "no exile". Then today, we would have all kinds more information to analyze. But we're still sticking (at least mildly, at the moment) to the initial D1 thoughts of "let's vote out mathdude".
All this being said, I don't think any of this points back to yesterday to say a "quick-hammer" of no exile is scummy. I think it was general consensus that we want to get back to an odd number of players in a vanilla game. (In hind sight now, and especially for any future vanilla games, I think this is definitely something to consider though - don't just quickly go "no exile"!)