That’s a fair question.I don’t disagree with a lot of your points in the last couple of posts, but I do wonder about this last one.
It depends on the nature of that clutter. I took it as more than just a few subsystems that sometimes don’t work (or are terrible, like Recall Knowledge in combat). I took it as all the crunchy bits built on top of the core. If you kept the character creation and tactical combat, then it seems like you’d have about the same amount of clutter.Suppose PF2 had kept the in-depth (and customizable) character creation and the interesting and complex tactical combat. Would this has scratched the itch of those players who enjoy that level of complexity?
Could you streamline things by dropping modifiers? Eh. We used the “tactical module” in 5e, and flanking in that game just doesn’t feel the same. Also, my group doesn’t seem to care for advantage. It’s hard to reason about (“it just lets you reroll”) versus a concrete bonus.

Raises hand. That’s my game. I run a very old-school style game, and PF2 is a really good fit. Exploration works pretty well (though I’ve made some changes), and social situations can be handled with the VP subsystem (which is basically clocks). That event I described previously was a lot of fun.I suspect that there is definitely an audience that loves character customization and tactical depth but also prefers a more freeform approach to the social and the exploration pillars.
This is also why I want to hear more from those who don’t run official adventures. Paizo has always designed them for a particular audience with a certain style (story-driven and combat-heavy), so the discourse ends up a bit distorted. Hearing from about how different people run the game helps paint a more complete picture of what it can do and how it works.