Turns out I've played a ton of puzzle games over the recent years. I rarely finish any of them but they're cheap, quick to pick, quick to drop, and usually thematically suitable for kids too. The modern classics (The Witness, Talos Principle, Baba is You, Stephen's Sausage Roll) were already namedropped here, and the Zachtronics iteration/engineering games certainly deserve a mention, but here are a few lesser known solid-to-excellent puzzle games released over the last 10 years:
Patrick's Parabox
Sokoban-style puzzle game where the gimmick is its ultra-recursive design. Blocks can (and will) be pushed inside other blocks, and levels inside other levels. Baba is You is the benchmark for this style of meta-heavy block puzzling and Parabox doesn't hit those highs, but it does get moderately creative with the variations it throws at you. I wasn't really entering new levels eagerly anticipating what twists were waiting in there, more just working them out one at a time and mildly enjoying the process. The infinity levels near the end evoked that same feeling of almost comprehending something mathematically profound as the half-understood advanced calculus classes in high school.
Monster's Expedition
First of the Draknek games in this list, and I believe the best regarded one. There's a certain elegance to the minimalist ruleset where you have to create a path to the next island by pushing trees over and then flipping/rolling them to correct positions. It's a good game with nice fluffy aesthetics, but my main gripe is that I'm finding it too easy to sort of softlock myself from further progress, since some paths require alternate solutions to already-solved islands, and the scope of the game is so vast that it's arduous to iterate where such solutions might still be possible.
A Good Snowman is Hard to Build
The predecessor to Monster's Expedition (I think), at least it was released before it, and features the same cutesy monster protagonist tumbling on a grid pushing blocks around. This time the blocks are snowballs that grow bigger on snow tiles (but not on grass) and you have to build a snowman by piling smaller snowballs on top of bigger ones. It's short, entertaining, and has an odd purple-tinted endgame that I can't make heads or tails of.
Cosmic Express
Another minimalistic Draknek game. Create a track on a grid that passes next to passengers and their destinations in the right order. Introduces a good amount of variety with different passenger types and other twists, and like The Witness, I'm impressed with how much they're able to squeeze out of such a simple core mechanic. Also gets surprisingly tricky surprisingly fast. I'm slightly ashamed to admit that I haven't been able to solve a single extra level in this game.
Taiji
The Witness in 2D. Seriously, Taiji even copies the impenetrable autosaving system from its progenitor. Taiji thankfully goes in a slightly different direction with its puzzle design where you have to solve a binary on/off grid instead of drawing a line, but thankfully it also retains the core idea of Witness where the game is its own nonverbal tutorial, where half of the fun is deciphering the puzzle 'language' and other half is applying it in increasingly complex ways. Understanding the rulesets for the puzzles is very satisfying, the environmental cues are (generally) not too obtuse, the difficulty level is just right. One of the very best games of the ongoing decade.
Snakebird (+ Snakebird Primer)
The classic Snake game reimagined as a 2D puzzle. You guide the titular Snakebird(s) through a level towards the goal while eating every berry along the way. The snake falls if no part of it is resting on solid ground, and grows by 1 unit after each berry you eat, which makes some maneuvers in the environment easier or more difficult. There are a few minor twists with teleporters and movable platforms but overall the levels are pretty straightforward, except they get hard as hell very fast. Maybe the cartoony graphics of the game felt incongruent with the difficulty, but the dev team took note of the reception and released a "sequel" with a much more gentler difficulty curve, which, incidentally, is my kids' favorite puzzle game.