In order to account for variability in human gestures, the software back end of the Wii and Motion+ technology is not just analog, it's fuzzy. The reason is because even if the hardware is the same for everyone playing the game, there are software interpretation routines involved that must make educated guesses about what's going on. Motion controls as they exist on the Wii and within current technology, DO introduce variables that do not exist in (most) other interface technologies. and I have been someone who has defended Skyward Sword and Nintendo's decision to make it the one, true (and final) showpiece game for the Wii's primary interface. Having said that, here is one thing I will say. Hate for motion controls seems to carry with it a sense of being "offended for the very soul of gaming itself" and other grandiose displays of indignation.
Whether one likes the controls is another story, but they do objectively work, there is no way around that. But the problem lies with the player, not the game.
there are eight different directions to slash the sword + one stab attack, that gives you seven possible ways to fail if the game needs you to do just one correct slash, whereas with a traditional Zelda you either press the right button or you don't), add to that that some people just waggle like crazy instead of playing the game the way it's supposed to be played and you have loads of complaints saying that the controls "don't work". The room for error is indefinitely higher than with traditional button-based controls (e.g. If they don't work for you, then there are three possibilities: So it's not possible for them to work perfectly for some and not at all for others because they are exactly the same. It's the same hardware, same game, same programming for everyone, the controls work the exact same way with every copy of the game.