See, the issue that you've just addressed with "old-time" games is that they were just what you are praising them for- constant streams of the same, the same, the same. Maybe there are sections of a game you like, maybe there aren't. Are you really saying you want those sections replicated through an entire game, for five, ten, twenty hours? This is EXACTLY what you criticized Explosion Man for- it was too much of the same, and as a result it suffered for being overlong. Even good moments need to be sparked up with something new, or else they fall out and become boring.
Imagine that you're a producer that's been completing games for ten years, adding something new to your creations every new release that you gave out. How disappointed are your fans going to be when you say "Oh, I'm not going to give anything new this year- have the same thing I started with ten years back, only with some graphical upgrades!" This system might cater to some small weird minority that takes a nostalgic interest in it (something you've once before told us is BAD), but more than likely the newcomers are going to be disappointed with a primitive system, the veterans are going to be disappointed that they're getting the same thing they started with, and people's expectations are going to drop. Don't believe me? Look at Madden. They ARE generic-ism.
Not that innovation has its bad points as well - God knows the Sonic Team could try going back to its roots- but by using trial-and-error you can tell what's worthwhile to replicate in a game and what isn't. This is something that needs BALANCE, Yahtzee- it needs to cater to what makes it special, as well as show that it's trying new things.