What makes good or bad worldbuilding is hard to nail down in words. To me, it is the kind of thing that is often obvious when it is bad, and completely disappears when it is good. In my opinion, that is because good world building is often logically consistent, so it isn't obvious when it is done well.
Note that there are mild spoilers about the world in Tsukimichi in the discussion below, but not really any important story spoilers.
As an example, I have said in the past that I think that the worldbuilding in Tsukimichi is done well. There are many things I can point to, but for the sake of brevity, let's just look at one aspect of the worldbuilding; the first one that the MC, Makoto, encounters. The world that Makoto is isekai'ed into is ruled over by a Goddess. This Goddess is extremely vain and provides her blessing only to things that she finds beautiful. This one fact dramatically impacts the whole rest of the story and world in many different ways.
- She thinks Makoto is ugly, so banishes him to the wasteland at the edge of her world.
- The native hyumans of her world place an extremely high importance on personal beauty to appeal to the Goddess.
- Non-hyuman species are not liked by the Goddess because they don't appeal to her aesthetic taste. This causes hyumans to have a sense of superiority and treat other races as either second class or with open hostility.
- The other characters that the Goddess brings to her world are chosen for their looks over their ability or capability to serve her in the hero role.
- The hyuman churches double as beauty salons and spas and the clergy treat personal beauty knowledge, techniques, and tools as sacred knowledge.
- (Mild story spoiler) There is a clergy character in the story that has facial scarring. They always conceal their face with a veil due to this.
All of these pieces fit together in a logically consistent way and become really easy to overlook because as you are reading/watching it, it all just makes sense and doesn't stand out. At the end of the day, good worldbuilding falls into the "I know it when I see it" category of things that are difficult to define in a specific way.