Agreed. A lot of this is in the execution.
I think the key point for me is that I reject the OP's assertion that simple is less consistent, and any assumption that it's qualitatively inferior. My years of experience in both wargaming and roleplay says otherwise. I've personally found many examples where simpler mechanics get to the nub of things more efficiently and effectively.
However, as Mr. Selfridge said: "The customer is always right, in matters of taste."
I entirely understand the player who wants more complexity, more process; the player who finds joy in the confines of a simulationist rules system. To that person I say: "Yours is a hard road, little priest." They travel a different path from me.
Having played more systems than I care to count over the last 43 years, I have ambled away from simulationism. Give me the storytelling-focused system. Give me lower rules overhead. Get me to decisions points faster, without lots of tedious make-work in the form of die rolls. I want narrative. Remove anything that encumbers or prevents me mainlining that sweet, sweet story.