Your point about wholly innovative games being less well received than their older brethren isn't much of an observation because new games obviously haven't had a chance to build a fanbase yet and they usually don't have the kind of marketing push that the really big titles rely on. And when a new title really is thought of as innovative, and gets some publicity, it can do quite well (Antichamber, Journey, and so on). It's also important to not conflate "innovative" with "new". New ideas aren't always innovative, and most of them should be expected to fail to perform.
Well, I never did say that I was talking about "new" games. And I'm also not talking about the immediate post-release reaction to innovative games; I'm talking about their long-term sales performance. Many of these games fail to ever sell very well, even after months of positive buzz.
Look at Okami: it failed to sell on two different platforms set years apart, and while we don't know sales on PS3, it's possible it's actually failed to sell three different times across
seven years. (The increasingly steep PSN Flash Sale discounts certainly provide a clue.) I'd say that's plenty of time for it to "build a fanbase". And yet every LTTP thread for the game is still full of people saying "I always meant to play that, but..."
Gaming history is littered with such examples. Journey is, I think, an exception to the rule. There are always a few.
And I don't think you can blame marketing all that much, at least within the sphere of enthusiast gamers. There's not a whole lot we don't hear about in some fashion, because we're actively monitoring the gaming industry vs. relying on having information pushed to us.