IMO a big problem with Liquid Glass is that you're trying to recreate an effect that's highly reliant on the sense of depth we get from binocular vision in a 2D screen.
When looking at glass in real life, your left eye and your right eye see slightly different refraction patterns since they're looking at the surface from slightly different angles. It might be minimal, but light refraction patterns can change a lot when looked at from slightly different distances. This is depth information our brains automatically interpret, and it makes easy to tell what is "the glass" vs what is "on the glass".
On a 2D screen both eyes see the same refraction pattern— your eyes are receiving no depth information. It's just up to color contrast and semantics to figure out what's part of the glass vs laid on top of it, so things that might look legible or easy to tell apart on physical glass will look messy on the screen.
When looking at glass in real life, your left eye and your right eye see slightly different refraction patterns since they're looking at the surface from slightly different angles. It might be minimal, but light refraction patterns can change a lot when looked at from slightly different distances. This is depth information our brains automatically interpret, and it makes easy to tell what is "the glass" vs what is "on the glass".
On a 2D screen both eyes see the same refraction pattern— your eyes are receiving no depth information. It's just up to color contrast and semantics to figure out what's part of the glass vs laid on top of it, so things that might look legible or easy to tell apart on physical glass will look messy on the screen.