While I sorta agree, maybe, Nintendo is making an effort to actually re-release old games via Virtual Console, something that neither of the other console makers are doing - hell, you can't even buy PS1 games on the PS4 despite it being available on both PS3 and Vita.
I don't think Nintendo intended to 'replace' Star Fox 64 (and by extension the original SNES game), since both 64 and 64 3D are available to buy on VC and 3DS respectively (I do like 64 3D, any negative changes are entirely aesthetics-based and not a big deal, same with OOT 3D and Majora's Mask 3D, which I honestly consider to the the definitive version of both games in pretty much every way, they're just so much more playable and better-looking while being faithful to the original games art style). Zero sorta follows the same premise as 64 and SNES, but the progression is considerably different and even has some major story changes.
Besides, I find it hilarious that people are up in arms about Star Fox Zero having a 'gimmick' when the entire series has been built on being tech demos for certain things - the original SNES game was for the 3D FX Chip, Star Fox 2 was supposed to be a sorta-strategy game with absolutely no on-rails sections and the chicken walker, 64 was for the Rumble Pak, Adventures was a graphical showcase that still holds up today, Assault had the ground combat (wasn't so great, but the multiplayer was absolutely incredible) and Command had stylus movement and the turn-based "RTS" mission structure. Zero is just continuing a series tradition. Zero's motion controls aren't even bad, they could be better and take time to get used to, sure, but I honestly can't go back to 64's control scheme when Zero provides a beautifully elegant control scheme that relies on just the sticks and triggers (and a single button from time to time to transform). So much more control and flexibility, while allowing the gameplay to be faster-paced and more interesting - Star Wolf dogfights are more aggressive and challenging since you no longer need to get directly behind an enemy to shoot at them, the challenge is keeping them in your sights. And the gamepad screen isn't even needed 80% of the time, you could probably tweak the gameplay a bit to not need the gamepad screen at all. The gyro takes a bit of practice, but at least it's way easier than inputs you see in traditional fighting games.
Do remember that people hated the dual-stick paradigm when it was first being used in FPS titles before Halo came along and popularized it, and non-gamers find modern controllers that don't use motion controls to be incredibly unintuitive. More games need to use gyro controls, really, it's a godsend in Splatoon and the Steam Controller would be much worse without it.