Personal anecdote:
The first 3D software I used was Cinema 4D. I couldn't be bothered to watch a tutorial, but in a good 10 minutes of clicking around, I could already do more than half of the most common operations. I tried using Blender several times before and after that, but after the same amount of time, I couldn't do literally anything. Not even move the cube! After switching to Linux, I finally forced myself to watch a few Blender tutorials. I can now do things better and more efficiently than I ever could in C4D. But the moment I switch to another tool (Unreal/Krita/Inkscape...), I see just how non-standard Blender is. There's always the Blender way and the everything-else way.
2.8 is a huge step in the right direction. Maybe one day multi-select will make sense and then there will be no more reasons not to use Blender.
So I wouldn't say that Blender's controls are inherently obtuse or more difficult than others, but that other popular software follows conventions that are more familiar to people with a subset of similar experiences.
The controls in Blender are so terrible for me I've basically always given up in frustration within an hour or so.
The reason I didn't customize the controls is because I shuddered at how awful the UI for doing that probably was, and feared other lurking UI terrors were I to invest in adopting the app.
I won’t deny that it’s complex software but so are all professional 3D applications. Try and use Solidworks or (shudder) Creo/ProE or Maya or Max and selecting a cube will be the least of your issues.
All of these tools require some degree of training that’s part of the landscape.