Again, I think this comes down to people not quite understanding the complaint they're making, conflating complexity with tedium. In America, which has a very strong anti-math and anti-intellectual instant gratification culture, the
Oregon Trail series is
entirely about provision management and delayed gratification, and to date the franchise has sold (
checks Wikipedia). . .
SIXTY-FIVE MILLION copies. Granted, it got a significant boost from school purchases, but plenty of people bought it with their own money. As a computer game it does much of the
tracking for you, but it
doesn't give you the answer to the conundrum of, you have X kilograms of food and Y kilometers* to the next town, how much should you ration and how hard should you travel? Because that's essentially the core gameplay, and it's a math problem!
So while I'm sure there are folks who think even
Lasers & Feelings is too crunchy, and that's fair, there's no such thing as "bad fun", I don't think the crunchy resource-tracking survival experience is dead yet. I'm gonna keep beating this horse, but the issue is mostly that D&D has made all of it
unnecessary, and there's few things people hate more than pointless busy work. Tedium greatly amplifies whatever negative vibes they get from a task, so something that makes you track numbers and look things up, well, those are going to be identified as the problem, not that doing so utterly lacks tension or reward.
*OK OK, it's "pounds" and "miles", we're a primitive civilization here.