I mean, kind of.
I think that we can differentiate these things.
There is design that is good for a purpose, and then there are people that don't like particular designs ... even if that design is well-suited for a purpose. Moreover, I think that a lot of people conflate different issues- for example, what are the constraints and issues that go into designing for certain purposes?
The people that design for D&D, for example, both have the luxury of designing for a brand, but also have severe design constraints; they have to design for a much larger population, and they have to be very careful about legacy issues. This is in contrast to someone designing an RPG from scratch that is made for a one-shot, and is designed for a small segment of the playing population.
So that's why I think that the idea that this is fundamentally a user problem isn't correct. It is possible to look at design issues, but the problem is that most people don't want to acknowledge that there is no single "best design," just like there isn't a single best design for most products. If you're designing a sports car, you aren't going to end up with the same thing (hopefully!) than you would if you're designing a pickup truck. If you're trying to maximize fuel efficiency, you're going to sacrifice power.
Design is always about trade-offs, and thinking about the eventual end user. Far too often, people fall into the trap of thinking, "Oh, it's not the problem of this game, it's the problem of the user." Which ... doesn't really work. It's far better to think of design in terms of how it impacts the experience of the people that the game was designed for; in other words, is it well-designed for the use case?