Well, I do like being right; but that also means I do like being corrected - that just makes me more right in the future

I do troll on occasion, but only when deserved... so, no; I'm arguing in honesty.
I dunno; for the new player vs experienced player experience, I don't think a game is better for having convoluted mechanics that you have to learn before that system becomes trivial. That's just confusing for .. confusion's sake. And once you learn it, the mechanic is pointless, if it was trivial all along.
That is phrased in an exaggerated manner, but I'd rather the game be designed to be challenging for Everyone in places, and trivial in others. Of course, an experienced player will have an advantage; but a system can be made to be reasonably challenging with all the experience, while not prohibitively so for a newbie.
The tin can was perhaps the easiest example of such a design. You spawned in with a can of food, you ate it, and could use the can from it to boil water, one drink at a time. Once you figured that out, you would never Die of thirst, not even get too frustrated with it; but experienced players would end up not needing to use it, ever. It remained a fun quirk you could still do later, but never got in the way of the "actual game mechanics"; which was "jars" back then.
So, while the old system might have been less challenging for newbies; I don't think that's necessarily a good change, or a good design goal. Ultimately a game experience should be balanced to something between "decent utilization" and "fully exploiting" of all the systems in the game as they are, and in that sense, nothing changed.