As someone who's studied VR, which includes motion sensing, academically, the Wii's motion solutions were half baked measured at the start and rarely evolved beyond "a button press by different means" methodology. Using a flick to swing a sword in Twilight Princess, which was a button press in the GC version.
The need for Wii Motion Plus was that admission, for the record.
Most of it was tacked on affairs from ports or afterthoughts. Only a few games explicitly designed for it took full advantage, otherwise many of the titles I would consider owning would be fine, if not better, without it.
It's why I use the term "waggle" to describe Wii controls versus actual motion sensing, similar to most modern VR options. One to one, realt time motion capacity, some with finger tracking, haptics, and multi-input capabilities are amazing.
The Wii was not. It did the best with what it had and utilized smoke and mirrors on the software side to hide the limited capabilities of early motion tracking hardware, which had yet to gain significant benefits from the soon-to-be future of smartphones.
Again, as much as some folks here are touting the core game demographic "eating well," the attachment rates say otherwise on the system.
Most Wii systems, by end of life, were relegated to Netflix duty (or GameCube emulators thanks to super easy hacking). Without a DVD drive, it also became a "second device," prime to be replaced by whatever came next. Many are now in dusty bins, FLGS shelves and closets. I would bet more so than any other Nintendo system.