Any game that uses waggle for waggle's sake is abusing motion control. The spin attack in Mario Galaxy and the propeller jump in NSMBW could have been mapped to buttons and would only have played better.
The issue is that there just aren't enough buttons on the Wii remote to make those actions easy, intuitive, or comfortable enough to perform. Sometimes it's a necessity. (At least when not using the classic controller).
The root of DKCR's problem is that run and roll are mapped to two different buttons. In the original games, they were one and the same, so you could be running along, build up a head of steam, and then lift your finger ever so slightly to press the button and roll while moving at a good clip. Since roll is assigned to a different function in this game, you'd have to completely remove your finger from the run button in order to press it, which would result in losing your momentum.
There are possible solutions to this, but not many that seem intuitive and comfortable. If there were classic controller support, the best they could do would be to map roll to a shoulder button. As far as holding the remote horizontally, it'd either be roll with a slight flick of the controller, or reach behind and hit the B trigger.