Not trying to pick a fight with you - I agree with your comment overall, but this is a culturally learned thing, very specific to Western movies and TV-series, and it is actually mildly infuriating to me. It is one thing to complement the emotions present in a scene, but being told what to feel is basically a cheap way to try to patch up bad storytelling.
Worse, it can totally backfire: for the dub of Castle in the Sky, the original composer had to fill in a ton of quiet scenes with music because (IIRC) Disney was worried about the audience feeling awkward about not being told what to feel. They also added background chatter, and worst of all: filled in scenes that were quiet on purpose with all of these things. While the orchestral score sounds great in and of itself, in most scenes all that added audio ruined the mood of the original.
However, I can't deny that what you state is what the audience expects, and that it "works", so sadly you're still right.
Different media are able to show different things -- novels show interior thoughts, plays need to focus mainly on dialog, and movies/TV are largely driven by images.
Particularly, movies and TV have a huge challenge in communicating the interior thoughts of characters -- this is one of the first things you learn in screenwriting, when a particular story might be more appropriate as a novel instead.
But one of the tools which can communicate a character's state of mind is through music. At best, I think it's what you mean when you say complementary -- e.g. a character has to act confident but you need to know that inside they're nervous. But of course it can be a crutch for bad acting too -- if the actor is supposed to be communicating nervousness but isn't, so the music does it for them.
Ironically, animation seems to be a worse offender than regular movies. And sometimes the story itself simply isn't good to begin with, and does not give any decent justification for being emotionally invested in the main characters.
Actually, now that I mention it, Nintendo did the same thing in Super Mario World (1990), just simply adding in some congas to the currently playing track when you jump on Yoshi.
Just regarding your comment about music students, please feel free to get in touch with us if you are interested in writing music for Filmstro. send an email to [email protected]
In fact my favorite game, Rez, has a central conceit that is much closer to this. The heart of Rez is a 32-channel MIDI engine which continuously plays the game's background music; however, which channels are "active" is controlled by a bitmask that varies depending on which phase of the level you're in, allowing for a constantly shifting sohndscape. Then, additional music that arises from game events is mixed on top of that.
As far as I can tell, they've put together a wide-ranging set of fairly generic-sounding movie music (generic = good, so it doesn't call attention to itself)... but composed it in a way that the three parameters (momentum, depth, power) simply map to different volume levels of the underlying instrumental tracks -- but all perfectly tuned to always produce a pleasing result.
As far as I can tell raising a slider often maps non-linearly to more volume, but sometimes it reduces/removes instruments too.
So there doesn't appear to be any machine learning, nothing crazy fancy -- which is what makes it so clever and impressive in a "I-wish-I'd-thought-of-that" way. I can only imagine the amount of product iteration it took to arrive at what the 3 parameters should be (and why 3 instead of 2 or 10). It reminds me a lot of Adobe's Multiple Masters technology for typefaces. [1]
If they keep putting out enough of these master tracks, I wonder if it will reduce the market for film composers. After all, most films don't need recognizable motifs, they just need music to tell us how to feel, and this meets that need perfectly. Bad for music students, good for film students...
[1] https://en.wikipedia.org/wiki/Multiple_master_fonts