All systems are easy to learn. The difficulty is in how hard they are to master.
The way to teach a new player is to get them to play make believe, and then coach them through situations as they try new things. If the game doesn't lend itself to playing make believe, that's a problem.
But D&D because it is primarily an process/sim type game at its heart is pretty good historically at playing make believe. None of what you describe is what I think of as poorly friendly to noobs. What I find poorly friendly to noobs is when they have a bunch of specific moves that define the limits of what they can do and they are being forced to state what they do in the form of mechanics and not in the form of fictional positioning. A rules light system can often get around this by having the GM figure out how the fictional positioning translates into a move on behalf of the player, with some negotiation over "Is that what you really intended?" when the move might not be the most obvious idea under the circumstances, but the more you get into rules medium or rules heavy in a moves system the less noob friendly it feels.
That said, I also gravitate to a certain sort of new player. Players that come from wargaming or other settings where complex rules are normal, they may just devour the rules while still not picking up on the basic cycle of roleplay I want to see at my tables where you are stating how you change or want to change the fiction from an in fiction perspective.