I've been wondering about this for years.
The only thing I see the OP saying is that Capcom should try to make a separate version of Monster Hunter that combines the underlying systems of the MH games with a more standardized action game control scheme (like Dragon's Dogma if you will), release it on consoles and PC with a probably bigger emphasis on online play, and target it towards western audiences. While doing this Capcom could keep making its conventional Japanese handheld Monster Hunter games.
I understand Monster Hunter has a very particular way of doing things, but this thread (and others) has shown that its controls are very different from what most people who play console action games are used to. Monster Hunter fans don't seem to realize how weird Monster Hunter is to most gamers. More importantly though, there's a sense that Capcom hasn't really done everything it could to push Monster Hunter in western markets. The main reason the earlier ones didn't do extremely well outside Japan is because they almost exclusively released on dedicated handhelds with a focus on local multiplayer -- opportunities for which don't happen nearly as much outside Japanese cities. Capcom hasn't once tried to do a real Monster Hunter game on PlayStation and Xbox in the west (excluding the original PS2 games). If I'm not mistaken to this day the only Monster Hunter that doesn't use roughly PS2--level art assets is the China-only F2P game.
The only reasons I can think of for Capcom keeping Monster Hunter in the form of a very Japanese handheld game are:
1) It just isn't willing to change Monster Hunter controls and thus re-balance the game too much for it to work in a potentially bigger market.
2) Part of the reason Monster Hunter works for Capcom is because it doesn't require a AAA console game budget to develop.
I think it's because it's different. Players are used to near-standardised controls or combat styles across various popular titles these days. Even within the action game genre, the most popular ones focus on fast counters and cancels when dealing with large numbers of small opponents, as opposed to the deliberate requirement to commit vs a single opponent with MH's larger weapons.
Even then, there are several small and fast weapon options, but I think some new players see the damage stat of the larger weapons and choose them. Then are dismayed to find they can't wield it in the same way as action games that let you cancel out of everything so you look like a badass even when you've messed up. Mess up in MH and the wyvern will rip you apart, not wait around to make you look cool.
MH requires new players to learn how to play it from the ground up rather than bringing across much in the way of skills from other games. It can be a bit of a barrier, but then I've often thought Souls does the same, breaking down your bad habits and learned comfort zone of games that stroke the player ego, and teaching you how to play something new that is ultimately highly rewarding.
I would argue that the reason more people in the west are willing to push through the barrier for Souls is because a) It's available on platforms they actually give a shit about, and b) the Souls control scheme actually lines up pretty well with the modern standard for console action games. Learning Souls is less about figuring out weird controls and more about figuring out the intricacies of the game itself. The OP is just asking for a sectioned-off version of Monster Hunter that removes those barriers for the PlayStation/Xbox/PC market, while not erasing the Japan-centric handheld games.