I've been doing Ludum Dare for a while now and it has only deepened my respect for games with good controls. For the last jam, I didn't spend nearly as much time on control feel as I usually do and I got a bunch of negative feedback for it.
For another example, people criticize Unity for games with poor feel, but what's really happening is that Unity has enabled a bunch of new developers to make games with less effort, and that includes spending less effort on getting the controls to work well. All Unity did was lower the bar to entry.
Take a look at Quake III, in bg_pmove.c PM_Accelerate
https://github.com/id-Software/Quake-III-Arena/blob/master/c...
This is the code that translates player input into acceleration for the physics system to handle. Notice the code blocked out with #if which fixes a bug but the fix isn't used because it "feels bad". The bug lets you accelerate to ridiculous speeds with the right pattern of movement.
That's not true, look at the code. It does something else. You can also check out the .plan from Jun 3, 1999:
> When I tried fixing the code so that it just didn't work, I thought it changed the normal running movement in an unfortunate way.
OTOH, there are some old games that control fine. Megaman 2 still feels great to play, as does Quake with +mlook and WASD. But yes, control affordances matter. For the large part, Doom can only be played comfortably by modern audiences because of the work Source Port developers undertook to allow for rebindable keys, and sgtmarkiv's Brutal Doom, which allows for proper mouselook, if you really want to be that guy.