I agree, though let's look at the five possibilities.
Rock golem, Uncommon, 10b
Unliving
If Wall <16 or #Unliving cards in your hand > 6
Wall: x2
Else Bricks: +17
1) If you're not playing Unliving and your wall is low, this card will give you 0-15 wall for ten bricks. As Uncommon, that's pretty terrible.
2) If you're not playing Unliving and your wall is sufficient, you'll get 7 bricks after cost is factored. It's on par with Ancient ruins, though AR is zero-cost (and unconditional) making it easier to use.
3) If you are playing Unliving and your wall is low, you're not going to play this card. You're going to keep it on hand for its keyword until the conditions are met. Maybe your wall ends up in the low teens, but it's still not really worth it when Fortification or Defense improvement would have given you more. It will only happen if your wall is about 15 and your keyword effect will gain you triple bricks production.
4) If you are playing Unliving and have 6 or fewer on hand, you might play it and gain 7 bricks plus keyword effect. You're probably about to play Rock elemental and get a tower victory.
5) If you are playing Unliving and have 7+ on hand, you're doubling your wall. Combined with Mud elemental, a few Crystal golems, or strategic use of Reuse the rubble (works after Discard), it's pretty easy to get your wall up to half of the maximum before playing this. Having it on hand with a wall beyond half max means that your opponent would be wasting any effort made to decrease it.
That fifth possibility is the troubling one, of course. Maintaining 7 Unliving in your hand isn't going to be a given, of course, but it's pretty easy. I tend not to play Titan's Either Arm until I have 7, so I can attest that it's easily achieved. How to fix this? I say take the keyword away from this card. It would be much more difficult to meet the condition if all seven other cards had to be Unliving.
You might consider making the first possibility a little more robust somehow, too.