Meanwhile, "arcade" style games like platformers, bullet hells, puzzles (tetris etc), turn based card games, etc need to juice up the moments when important things happen (because these aren't games full of subtlety moment to moment), and don't have a crazy amount of complex information on the screen that gets sacrificed in a screenshake.
To note, Hearthstone and Diablo III both have plenty of screenshake, although I believe you can turn them off (and many indie games heavy on screen shake offer this option too).
Juice is indeed very important to make games "feel" good, but perhaps more devs need to ask "is the juice worth the squeeze?" to not turn off players like you.
You can even adjust key repeat speeds, manual drop speed and everything related to game play. It's extremely versatile in that regard and easily the top 1 tetris clone in my opinion.
No need to be snobby. For the record, I'm in my 30s, and I disagree with the central thesis of your comment.
On a related note, I think screenshakes are extremely overused in indie games. It's so cheap to add that it cheapens the games.
In StarCraft, the screen didn't shake even if you dropped a nuke on someone else's base. I guess the good folks at Blizzard at the time didn't watch that one GDC talk, "Juice It or Lose It", so they had to come up with a different way to make a good game.