I think sometimes people confuse the amount of work that you had to do to play a game with games being dumbed down now. Used to be, if you didn't write down a quest and who had given it to you and where you could find them then you might or might not ever finish that quest. While I was perfectly happy at the time making my own maps and journal notes, I sure as heck don't want to do that anymore.
Still, I've seen people be absolutely furious that quest markers exist. To each their own, I guess.
As far as complexity goes. I could name a lot of recent games that are far more complex than anything from the 80's or 90's. I mean, have you ever tried to play Kerbal or a modern survival game with thousands of crafting recipes and the opportunity to automate just about anything? Craftopia, for instance, which is a small studio game, has 19 crafting stations (if I counted it correctly). And just as an example of those, the cooking pot has 107 meal recipes. Each meal is completely different and has an impact on 5 or 6 different stats for a certain period of time. One the map, you can unlock 100 worlds. These worlds have different biomes, different animals, different dungeons, different bosses, different crafting materials. (There aren't 100 unique worlds, there are only about 15 unique worlds that are repeated at different enemy levels). There's farming, thralls, pets, building, etc. It's just a crazy ambitious game.
I do think that, on average, mainline AAA titles tend to get simplified and less complex over time.
And as difficult as the games I play are to learn, I still sometimes shy away from games (or put them in a perpetual holding queue) due to them having no onboarding, tutorials or explanations of any type. It's like they want to marry the complexity of modern games with the "good luck with this" attitude of the older ones. I like it when a game doesn't expect you just to experiment with everything, but tries to give you the info you need to be successful.