And you shouldn't get so upset that I pointed out the fact that easier aiming in a survival horror game makes that game easier. I mean, duh. Of course it makes it easier when part of the challenge is danger closing in while you try to line up your shots. It doesnt make it any less awesome of a game, but it does (almost?) break the difficulty. Easier doesn't make it superior.
You make a valid point about playing with the classic controller (though I prefer the Gamecube one). Hadn't thought about that. If you take that into account, with the options available on Wii (and the fact that RE4, one of the greatest games of all time, wasn't in HD anyway), I have no problem considering it to be the best version (it did have Separate Ways, after all).
It became easy cause of the superior aiming controls and precision when all else remained the same. In that sense is a clear showcase of the advantages of pointer over thumbstick for aiming. The fault was with Capcom getting cheap and not making substantial adjustments to the game to compensate the aiming advantages. We should consider also that the game controlled that well in a time when Wii Remote aiming was a lot less refined, so imagine how more updated controls would have worked in RE4.
How did Capcom handled mouse aiming in the PC versions?
Also some see it as the superior version since the inmersion is enhanced because of the way the controls work now, you know more akin to actually aiming a weapon.
All the hardcore gamers I know (and working for a major game developer, I know a lot) like their games to be as immersive as possible (hence their excitement for things like VR). Being constantly reminded that they're playing a game ("look at the gamepad") and not part of the world they're enjoying breaks that.
The "constantly been reminded they're playing a game" is a very interesting claim to make, even more so when considering the Gamepad as inmersion breaking tool.
Acording to your point of view you can't get inmersed in most of today's games then. "Press LR", "now saving", "Now loading", "Checkpoint", "300 exp". Heck, the mayority of game's today take the context sensitive iconic representation of a button we saw popularized in Zelda and make it an essential navigational/interactive tool.
What about cases the Gamepad increases inmersion? Having be a window into your character's backpack, be a representation of the Jensen neural interface, or pressing the buttons on a keypad. Apply it in a minimal way to something like The Last of Us with the Gamepad representing Joel's backpack or when finding diaries and notes you actually read them in your hands instead of they superposing over the main screen or interacting with a tape recording with the sound coming from the speakers.
As with most cases with Nintendo's latests input method choices and kirks their fails/success rests up in the quality of the implementations not the devices themselves. Not every developer is creative enough or has the time to use the potential that rests in there.