To all those asking "why" (or, more accurately, "WHYYYYY?????"), the answer is simple: remakes are hard.
Let's say that Raymond Feist decides he could use a swimming pool filled with money and agrees to let someone make Betrayal at Krondor 2 (or 3, I suppose, if you count Return). That someone has a very difficult task in front of them: make the game too different, and people complain and refuse to buy it. Make it too similar, and people complain and refuse to buy it. Add in too many elements of modern sensibility (obnoxious simplification, not having a fucking manual, QTEs, controls centered around an input device with fewer buttons than a Hawaiian language keyboard, etc.), and people complain and refuse to buy it. Take out too many elements of 90's sensibility (lack of tooltips, a GUI that requires you to have the manual open until you memorize everything, resolution options actually intended for human eye instead of the reptilian alien one, etc.), and people complain and refuse to buy it. Pick a good enough target, and eventually, name recognition becomes a liability. Pick a good enough target that reached that quality by improving on existing standards, and it becomes a liability even faster- this is why an X-Com remake is in for a rough ride, regardless of how good it is, but no one in their right mind is going to make the next Jagged Alliance.
By contrast, if you remake something crappy, no one's going to care if it sucks. Consider 2008's Death Race, a remake of 1975's Death Race 2000. Death Race 2000 was not a good movie, so no one complained when it got remade, despite the remake's total lack of charm, camp value, and nudity. It was worse than the original, but the original was bad, so it wasn't hard to improve on.