I think you meant to say "...when essentially all cars were stick shift" at the end there.
Aye. I blame being tired. I wrote that while on sleep meds waiting to finally get tired enough to sleep!
Cars today are much more complicated under the hood, no argument there. Impressively little of that added complication translates to the driver experience, however, which if anything is considerably less complicated than back in the day.
There's the disagreement: modern D&D still makes that initial hurdle just as complex, only that complexity has been somewhat shifted from in-play complexity to char-gen or char-build complexity.
I disagree--flatly. THAC0 complexity crops up every single time you have to make an attack. Five obscure ridiculous save categories crop up nearly every time you need to make a save or induce a save.
Having the complexity tied only to character creation (and, with 5e at least, relatively reduced for 1st-level characters) means, yes, there is a hurdle, but it's in ONE place, and once you're done with it, you focus most heavily on the mechanics that are now dramatically simplified.
Yes, there is complexity, but it is contained. It can be dealt with in a single session every few weeks when characters level up. Once that's done, however? You focus almost entirely on the streamlined, simplified, and most importantly
highly consistent mechanics. That, that lone single thing, is already a huge boon that completely goes against the grain of old school design, where you need at least four different dice just for resolving stuff (d6, d20, d100, and occasionally d12, IIRC?)--and the resolution methods are all over the map, roll over in some places and roll under in others, modifiers might apply or might not apply, whether a penalty or a bonus is a positive or negative number
constantly varies (roll-under, a bonus is negative--you want to roll small numbers; descending AC a bonus is also negative, but
written as a positive, e.g. a +4 weapon
subtracts 4 from your THAC0, a +2 armor
decreases your AC by a further 2), etc., etc.
Removing this needless complexity from the actual, minute-to-minute play of D&D is a significant savings, and matters a LOT more than the once-a-month "okay, time to level up" or once-a-campaign "alright, time to put together a character" moments. Yes, those things are complex, and yes, it is useful to find ways to mitigate or manage or distribute that complexity helpfully. But shifting the complexity to only-sometimes stuff, while making the
base game simpler to actually play? Absolutely an improvement.
There's a reason a lot of OSR games nick contemporary-design mechanics on this front. It actually does make playing the game easier.