The video seems like a good example of presenting statistics and information in a way to support an argument.
He cites Resident Evil 4 as being a sellout because it went into a third person camera mode? That wasn't a big thing when they did this, over 10 years ago. It was an innovative approach to the series, which had become cookie cutter for the most part up until then.
And Smash Bros isn't innovative? They took fighting games and approached it from an entirely new idea of knocking the enemy away, instead of chipping down a health bar (every other fighting game ever.) In the end, it plays very different, and they were the first to do this. He's acting like just because the cast of characters is a huge cast of Nintendo, it must be a cash in.
Not to mention that "innovative" is such a sweeping and subjective term, that it almost makes real meaningful conversation meaningless.
Games that are "too innovative" run the risk of being much less approachable and understandable to not just common gamers, but everyone. The same thing happens in all media. We don't want to invest $60 in something that might just be weird.
As a designer, it's part of the design challenge to create something that does something new and different, but is still understandable enough to be approachable and accessible as to be inviting. Hence the philosophy "Keep it simple, stupid." It has everything to do with how WELL it's designed, which innovation is part of, and nothing to do with an objective amount of innovation.