Hi, and welcome!
The simple fact is, most programmers are not graphical artists, i.e. they suck at anything but pixel art.

(personal experience as well)
That said, löve can do almost any kind of animation (sans 3D, though there are solutions to that as well), in that there are libs that help with playing frames of images one after another... or you can code it however you want as well.
Also, löve's minimum specs have been raised with version 0.10, regarding graphics card capabilities; some people here needed to stick with 0.9.2 because of that; just saying since you stated you have a low-end computer.
Aesthetic is something you decide on, as an artist.
Optimization is irrelevant until you see your animations tear / kill your framerate.
Ease of use is again something you decide on, as a programmer. Also heavily depends on the type of game you'd want to create.
I can write some example games having 2D animation, of sorts; Dusk: An Elysian Tail had 2D Cutscenes, and iirc everything in-game was hand-drawn as well. Battleborn had 2D cutscenes too, and the skyboxes have a very minimalistic aesthetic. Skullgirls uses hand-drawn, 60FPS movesets for its character roster, as well as background characters and basically everything.
As for löve games, Move or Die doesn't use pixel art, neither does Blue Revolver (at least partially, it's not that easy to tell).
Finally, even something like Dragon Quest could be done with love, either with pre-rendered video files, or using code to assemble your images to make them animate.