That controlling games have gotten complex is rather the point. For most people spending hours trying to learn to walk in a game is not worth it. And Is there really that much of a pay off for all the added complexity? Because again, games were not always like this, is an Uncharted that much deeper then a Megaman or a NES Zelda? I mean your go to example for playing a modern game is learning to drive a car!
Never mind that when things like wii-motes and touch screens come in to try and bring down the obstacles modern gaming has erected around itself gamers lose their minds and call the death of gaming. People HATE the idea of Nintendo trying to make more inviting controllers, what they like is the Steam controller, one that adds even more inputs
Of course the average person is flocking to mobile in these conditions you want a classic style game with easy to learn controls that let you get in too playing? that's your main option. There's a reason Pong is what created the gaming industry and was a massive hit and not Computer Space, one was simple enough for a drunk guy in the bar.
I would argue that complexity isn't necessarily a bad thing, and has its place in the gaming world. Something like a flight simulator is complex by necessity. If you remove the complexity, it isn't a simulator anymore. There's nothing wrong with that if people are into it. These games aren't intended for everyone.
But, you are quite right, a lot of big console games these days
are intended to be accessible and fail miserably at this task because of the complexity of the "standard" controllers. It's a tough line to walk though. How many buttons are too many buttons? A lack of input devices can get in the way if a game is designed to have more functions than you have inputs. For example, Double Dragon 2 on the NES was pretty rad but it required you to push 2 buttons at the same time to jump. There wasn't really an elegant solution to this with a 2 button controller. The best solution is obviously to have 3 buttons. Following this logic, it's easy to see how we ended up where we are... Once you add movement in a 3D space, there are real problems to tackle for movement etc
Even early controllers weren't particularly intuitive but the simplicity of game design meant it took a matter of minutes to adapt not hours. Most people playing SMB for the first time would lift the controller anytime they wanted to jump.
I think Nintendo should be commended for attempting to tackle this problem. They did a pretty good job with the Wii, and I honestly think they should have doubled down on this with improved tech for the Wii U but they backed away. I think the ideal is having purely mentally controlled games that react in real time based on your thoughts. THAT is the end game as far as I'm concerned, but once we have reliable and seamless technology to acheive that many aspect of life will be revolutionised because we are still reliant on cumbersome control methods for many many things in our lives.