I don't think gestures were the beginning of the loss of control (for reference, I find gestures stupid just as I find using an a-stick for digital input stupid in most cases), many 3D games take control from you to make the character movement more realistic. I can't count how many times Mario ran off a platform because he doesn't turn on the spot and move but runs in a tight circle which often goes past the platform (maybe that was just the DS version). I can't count how many jumps I missed because it was just plain impossible to judge where I was in 3D space compared to the involved surfaces or because the air control directed me away from the platform. Motion is analog input and should usually be used for analog actions and if it's just varying your throw strength for grenades. Analog inputs on digital actions tend to cause problems because they're usually designed for differentiated responses, not quick 0-100 movements. I did see some good digital motion implementations though, mostly on things that weren't as time critical as attacks. Missing a punch by a split second can mean much, a split second difference in reloading usually doesn't.
Anyway, my "gaming zone" strips all the decoration away and turns the game into a set of mechanics, probably the reason I found no game other than Project Zero scary (because in PZ the enemies are actually scary to fight because you can never be sure where they are and don't feel in control of the situation) and why I hate most stealth games (recognizing viewing areas is extremely difficult and I often misjudge them which is an instant game over in stealth games).