I think I agree with some of your premise. However, for me personally, there are some downsides to overly simple systems. One of them is boredom. There's a certain level of complexity that I need if I plan on playing a game long term. Otherwise, I find that I quickly start to tune out. There are some very simple games such as Parcheesi that I grew up with and love, but I don't plan to sit down and play a 'campaign' of Parcheesi every weekend. I'd quickly grow tired of it.
Bagpuss mentioned this as well. But at what point does a game become
overly simple as you put it? You mentioned Parcheesi, but is Chess overly simple? The rules to chess fit onto a single page of paper, but it is a pastime to which many have devoted entire lives. If chess can captivate minds for years on end, what would stop a 30 page game from doing that? Or a 60-page game in three 20-page installments? Or a 100 page game in two 50-page installments? And if that 100 page game isn't enough, will a 5000 page game be enough?
On the other end of the scale, 1-page rpg is probably overly simple for a capaign; same for a 5 page system, but I'm not convinced a 30 page game can't do it. In fact, I
know a 30 page rpg can do it because I'm running a campaign right now that's had the twelve year old from across the street knocking on my door twice a day to ask when we're playing again; I just counted, and the game is 24 pages, including artwork, maps, and a list of ambient songs on YouTube (which we haven't been using, come to think of it). The game could maybe see some expansion, with longer descriptions for the monsters, more information on gods and such, and a first adventure thrown in for good measure; you could bring it up to 50 pages. But if you took it to 200 pages my instinct tells me you would kill this game stone dead.
For me one of the biggest drawbacks of a simple system is the need to be specific. I think its hard to make a system where you can play fantasy, scify or horror and be simple.
Earlier a 4 class system was used as an example, if under such a system one wanted to play a ninja how would that be accomplished? Are they multi classed? If so how is that accomplished?
Basically the broader a simple system is the larger it needs to be.
DMMike already gave one answer. I think another answer is often better, though -
disallow it. It's been at least ten years since I've run a game where a ninja would be appropriate. If your game is about Asia, superheroes, or a time-traveling motiff, then ninjas should be core, or at least possible. If you're doing a high fantasy free for all or a comedy slapstick, then they can make an appearance. If you're doing Hyborean age, Low fantasy Medieval, Ancient Egyptian, or Star Trek, then ninjas just don't belong.
Perhaps you should, and my 1st post. You said "if it has classes...." And I picked up on the classed based system for part of my replay, so clearly at that point that part of the discussion was about simple class based systems.
"If it has classes, only four exist" doesn't mean it's "class based" and can't have skills. I'm not going to waste time defending a strawman.
I'm reminded here of the Fighting Fantasy system, originally developed for the gamebooks but also issued as a standalone RPG system in its own right. It was essentially a cut down version of Tunnels and Trolls (which is/was itself a simple game). Characters had a Luck attribute that was used as a catch-all for anything that didn't fall under the aegis of another rule. It operated as a saving throw mechanism and, IIRC, Luck could even be spent in the manner of fate points to avoid calamities.
I don't have the book to hand at the moment but it was the size of a standard paperback and couldn't have been more than a hundred pages long--and that included two adventures. The actual rules were certainly no longer than 30 pages, probably much less, so complexity is certainly not required for completeness.
Hey, Fighting Fantasy! It had a (very) simple system that worked, but I doubt if most people remember it. You need a certain breadth of experience to even be aware of those games. But that is exactly the kind of game that inspired me to post this thread. Rage, Precognition, Grace; First book Dragon Warriors (with Knights and Barbarians only); Chulhu Dark; Teenagers from Outer Space; Heroquest. Some of these games do of course blur the lines regarding what is and isn't an rpg. But in terms of sitting down to a weekly game with friends, they fit the bill quite nicely.