The argument is generally that regular people with dice sitting around a table can’t compete with the processing power or speed of a computer, so it’s always a losing proposition to try. People can’t surpass computers in the numbers or intricate tactics department, so don’t. But we can do infinitely better (for now) in the imagination and flexibility department, so focus our time and energy there.
Honestly, speaking from experience, the complexity of the numbers in most video games don't really contribute that positively to the experience, the benefits are very minor, and there are usually drawbacks. For instance, most users find the effect of individual stats in World of Warcraft to be entirely obscure, to the point where they keep simplifying the game to the point where regardless of stats, the highest ilvl on a usable piece of gear is reliably the best, without meaningful variation at the same ilvl. Then people get annoyed there's no system mastery, so they start making secondary stats more important, but then people end up avoiding what seem like they should be upgrades because that specific piece has the wrong configuration of secondary stats, which draws more complaints and causes them to streamline it again. They removed the complex talent trees that were intended to mirror feats in tabletop roleplaying games and made them way more surface level, with maybe only one or two doing anything meaningful, but the effect is still relatively simple. Reducing the math complexity to a degree similar to that employed by Tabletop Games would probably make most video games way more accessible.
Heck, Pathfinder 2e and DND 5e currently both have much better variation in character building, and more viable playstyles, and more complex character building and customization than World of Warcraft does. Using simple to grok math makes it easy for designers to create multiple options that have comparable output while retaining tactical asymmetry, and the benefits of it being text on a page makes it trivial to produce way more of those options, and make them more easily interchanged by the user to create their very own build. Which incidentally was true of 4e as well, choosing powers the way you did then, that form your core set of abilities is not a thing in MMORPGs, they're just given to you.
My competitive pokemon teams aren't especially more complex than my DND and Pathfinder characters are, for point of reference, the damage calculations are harder to execute by hand, but it could be simplified with no meaningful reduction in the quality of the game, in fact I've homebrewed a tabletop system for distilling a pokemon's actual ingame base stats into a tabletop friendly format that uses a different damage formula, but it still feels like Pokemon.
This doesn't apply to physics calculations and such, but a lot of games don't really use those in the first place, especially not the kinds of games I want Tabletop Games to be able to surpass in terms of being able to support a wider, more interesting experience. Divinity Original Sin and other video games like it basically run off of Tabletop Systems or systems very much like them to begin with, and they're some of the more tactically interesting RPGs that exist.