In Monkey Island I would sometimes get annoyed and google for what to do out of angry frustration. It was easy for me to throw my hands up and say "I don't give a shit any more, time to move on!" Lots of times the solutions made zero sense to me. In Machinarium I still got a sense of frustration and puzzlement, but I would try to forego the hints out of pride for as long as I could which made for a much more enjoyable experience.
I played MI 1 and 2 in the early 1990s and after revisiting them after 15 years or so, my impression was exactly the opposite: "Look how well the graphics has aged!". Yes, pixels are there, but the aesthetic value of locations, landscapes etc. is relatively unaffected, it's still pleasing to watch (esp. in MI2). I think this says something about the quality of graphic design in those games.
For me, what made Monkey Island great was that it was a pretty quirky comedy. I wanted to see what Guybrush would say next.
Further, it shocks me at how bad the graphics are at some of these games after looking at them again after decades. It occurs to me that what I remember it looking like is a heck of a lot better than what it actually looked like. So I'd rather the game not look like the pixely original. I'd rather have it look like I remember.