At my table, I would tend to see this as a problem with the DM. Whether I'm running a complex system or a simple one, if I have a player who isn't into knowing the rules, I'll just keep a copy of his character sheet & handle figuring out his attack modifier myself. It's up to me to translate what he wants his character to do into game terms, let him know--as far as his character would--the chances of different actions succeeding, & translate the results from game terms into everyday terms.It's not as simple as that. The player has a problem with the complexity of D&D.Problem Player. This is the kind of Player who asks, "The knight can move two forward and one to the side?" everytime you play chess. It's not a problem of the game of chess, and it's not a problem of the game of D&D.Haven't seen a player take his character from 1 to 12 and still not know what his total bonus to hit in melee is? I have, regularly.
Now, it does make me happier when the system is simple enough that pretty much everyone takes the time to understand it. Which is one reason I prefere simpler systems. But I don't want a player to have to know anything about the system if they don't want to. That's not to say they might not enjoy the game more if they do, but I'll do my best to communicate with the player in everyday terms instead of jargon.
Although, I can understand that others might not be willing to do that.