And Point 2 is that to me, "old" goes the other way, the newer games are the Old Shit, and the Old Games are the New Stuff. I've been finding games made between 1984-1995 that dared to be different and I'm having loads of fun with them, despite their faults. They feel fresh, as strange as that may seem. Simultaneously I'm seeing new games released every day and it's a Cold Day in Hell I find one that captivates me in any way. It's 40+ years of gaming being reheated and served to us on a TV Food-tray. It not only feels old, it feels disgusting.
A big reason for this is stagnation and codification. Look back at the 80s, 90s and even early 00s and you'll see countless new genres being formed. The first CRPGs and adventure games, then branching out into new subgenres (Diablo inventing the Diablo-like, Myst inventing the pre-rendered first person adventure, etc). Genres such as RTS were newly invented and soon received many entries, many of which were unique and interesting. Genres were combined in haphazard ways that resulted in clunky but genuinely interesting games. Heck, people didn't even
think in genres back then the same way we do now. You could easily make an RPG-FPS-RTS-hybrid game with never-before-seen mechanics and just call it a "strategic role-playing adventure" or something like that, and nobody would even give a shit about which genre it belongs to. When Doom kicked off the FPS genre, for a long time FPS games were merely called "Doom clones" because people back then weren't as obsessed with putting games into genre shoeboxes as they are today. It's a game, it's either similar to an earlier game or not similar to anything at all, both is fine. The main question was: is it fun, yes/no?
Today all the genres are codified and mainstream devs have a checklist of things a particular genre requires. RPG? It should have a crafting system these days. Devs don't ask themselves what purpose it would serve in the game's greater context, they just add it because it's part of the genre expectations. And this is true in pretty much every genre: there are certain expectations for RPG, RTS, FPS etc and devs just blindly cargo cult copy all those expected features. This is why we don't get new things. There can't be any innovation when every developer thinks inside the box.
And most of the time, indie devs only pretend to think outside of the box, while actually being as constrained in their design approach as the mainstream devs. You see tons of indie games that promise new gameplay, but it's usually just "roguelike with a twist" or "metroidvania with a twist" or "one-note puzzle game relying on a single gameplay gimmick". They don't create entire new subgenres, they merely take a subgenre they like and put a clever (or not-so-clever) little twist into it, and that's it.
A major reason for this is that a lot of the developers currently in their 20s and 30s grew up with games and have certain expectations based on their experiences with them. Every game developer in his 20s or 30s knows what an RTS or an FPS is, and has certain associations with the genre. That contributes to the "in the box" thinking, because when they look at games they played in their childhood, they always mentally put them into boxes. When they make a game of their own, they think "I wanna make a game of genre X" or "I wanna make a game that's similar to game X".
Meanwhile devs of the 80s and 90s didn't have such a pool of old games to look back to. All they had were boardgames and P&P RPGs (which greatly inspired the first CRPGs, strategy games, etc). Most genres had to be newly invented by creative developers. You couldn't just sit down and think "I wanna make an RTS" because there was no such thing as an RTS yet. You had to think "I wanna make a game where you build a base and recruit military units to fight enemies, and I want it to be real-time and not turn-based like the existing wargames, and I want some resource management too" and then you come up with Dune II and Command&Conquer and suddenly you have created a new genre.
"I want to make a game where you do X" is seldom thought by developers anymore. Instead, it's "I wanna make a game in genre X".