I think it's entirely a "Different Stroke for Different Folks" sort of thing.
I'd rather play Nintendo's colorful fun games over dark and moody "shoot everything that moves" games any day of the week. That doesn't mean what you enjoy it wrong, it's just not for me; and I would hope you'd respect that.
It's not about dark/gritty vs colorful/lighthearted, it's about the content you are getting.
I think either of the Galaxy games, the Wii Zeldas, and Metroid Prime can totally stand toe to toe with anything out there. Totally worth $50, or even $60, even with the control hiccups each game has.
But when I look at a 2D platformer (which, with my experience in gaming/development, I know is FAR easier/cheaper to make than any of my previous examples) I have much higher standards if you are gonna pass it off as a full priced title. This includes perfectly tight controls (which DK lacked), online multiplayer (if applicable), and level customization. Maybe LBP spoiled me but at the very least there's no denying that NSMBW/U were anemic, and downright lazy efforts. As budget games they are totally fun, but as a (former) dev seeing it sit side by side with a game like Arkham City at the same price is downright insulting to the years of work and insane manhours that went into it. I can forgive DK for missing some of this based on the fact that it's supposed to be an insanely hard, balls to the walls experience and would probably have a higher opinion of DKCR if Nintendo/Retro could've bothered to include CCP support for DKCR, but no, you have to go to the homebrew community for that

That's inexcusable in my book and certainly hurts the value of the game in my eyes. I can't even begin to fathom why an omission of that nature even exists to begin with.....
At least with Rayman they (claimed they) used hand-drawn art, and there's certainly something to be said for that. And DKCR isn't exactly ugly (NSMBW is), but neither of them can compare to the beauty of Rayman. Still, these are games that I finished in a handful of hours, and I'm used to getting more bang for my buck. That counts for something too.
I know opinions are opinions ect and I respect everything everyone says. The only thing that ultimately bothers me is that, with a simple homebrew install, I can enjoy far more creative, innovative, and flat out fun NSMBW levels than I ever experienced on the game itself. And I can play DKCR the way it should be played, without stupid waggling getting me killed every few minutes. Don't get me wrong, I can enjoy a good Nintendo game as much as the next guy and can't wait for the newest MK and SSB. But their platformers have been very poor substitutes for the games we used to get like SMB3 and I just don't think they are worth the money of other full priced games.
As it stands, I've played all the major 2D platformers on Wii and the only ones that I felt were truly worth a premium price were Kirby's Epic Yarn (which I paid $30 for on launch day rofl) and maybe kinda WarioLand Shake Dimension. The gameplay wasn't all I'd hoped it would be on either title but Kirby (and to a lesser extent Wario) completely blew me away with their presentation and art style. Meanwhile I had to force myself to finish the others.
It's all taste, but the shake controls have never felt responsive to me. It's functional, but maybe the responsiveness is just the game in general. However, I also disliked it in Super Mario Galaxy 2, that last level when you have to wall jump between platforms you have to shake to operate was a nightmare. Just give me an option for a dang button!
I'm totally in favor of the way it was done in Tropical Freeze, as you mentioned you can use it that way. I prefer it on a button, as many do. I also liked it in Punch Out!!! - that game was very fun using motion controls, but when you get far into the game it is almost necessary to switch back to button control, due to the inherent impreciseness of motion control. Good luck beating Mr. Sandman or Donkey Kong on motion controls.
It all comes down to how it is implemented in hardware. The gyrometer uses inertia and gravity to make the connection to indicate an action. In other words, you move, which causes the gyroscope to move, which makes the connection, which causes the action. Using a button you just make the connection directly. While the delay from the extra step is negligible, it is still there - you can talk to fighting game frame counting fans over whether that delay makes a difference. Donkey Kong Returns challenge level is pretty high - the levels often require split second response, motion controls feel like a handicap (although memorization can alleviate it).
I don't think I ever beat DK with motion controls, but I know I got through the rest of the Punch-Out game with them. And yeah, like you said, it was a nightmare compared to the other control layout.

Looking back I can't believe I actually did it.
But after adding some weighted armbands it was a fun little workout at least