I'm not sure whether to agree or not. Part of me thinks yes, the puzzles felt more like puzzles for 3 year olds, and were more a nuisance than anything fun. The other part of me remembers that even though they were terribly easy there were times where I got stuck for a bit and found it really annoying that they weren't more obvious.
Now, I don't know if you have ever played a game called portal, but it suffered a bit from this as well, and the only thing I can think is that good puzzle making is HARD and time consuming. In portal 1 they let you freeroam a lot more, I got stuck for many minutes and didn't mind whatsoever because the whole time I was sitting there thinking "how do I do this" or "if I do that, then I can do this, which will allow me to then do that, so I can finally end up there, AHA!". In portal 2 they tried to simplify the puzzles and make it mainstream, the only times I got stuck were times I couldn't find the little bit of concrete I needed to proceed. This left me thinking "Ok, I know how do do this, its ridiculously easy, now I just have to find the damn thing the designer has hidden somewhere to finish it" and getting pissed off and frustrated. Obviously one experience was more enjoyable than the other, sadly the first one also requires having a functional brain, a thing which game developers seem to often assume their audience doesn't have.
The description of the last thing happened in Skyrim a couple of times. I remember at one point there was 2 of those rotating bits on a top level and the matching pattern above them, I spun the pieces, and pressed the lever and nothing happened, I got mildly annoyed and thought it wasn't working, tried having the patterns opposite the symbols, looked around for other spinning bits etc. Took a little while before I noticed the one underneath me on the level below which I had ran past, all this left me with was a feeling of annoyance.
I know its possible to make cool puzzles, most of the tomb raider games did it brilliantly and I remember really enjoying the soul reaver games. I think in the end there are two ways to do puzzles. Make them require cognitive thought, present ALL the required information and make it obvious, then let the player work out what to do with that information. Alternatively you can make the puzzle super easy and the only challenge finding the required pieces, something frankly a dog is capable of doing and I personally only find highly annoying when I have to go looking.
Massive TLDR ramble, but basically I think they should either make interesting puzzles, or ditch them entirely.
=edit= Whoa lots of replies while I was writing!
I remember back on the Interplay forums, a *very* common question was "How do I light the torches in Watcher's Keep." and the answer could be found in colored tiles on the floor. I've seen several people ask questions like "How do I solve the pillar puzzle in (location)?" or "What do I do with the dragon claws?" Some people cant make out the details on the claw, or dont know that you can manipulate items in your inventory. Others miss the carvings behind the pillars or on nearby walls to solve the puzzles. Do I want a ton of puzzles in an RPG game? No. Have I played puzzlers like Myst or Return to Zork? Yes.
This is pretty much exactly what I am talking about, missing some detail because it wasn't obvious to you is just really annoying. At least if you have actual puzzle solving puzzles its obvious what needs to be done and there is some satisfaction at the end. Mind numbing puzzles where the only challenge is not missing some detail the designer thought was obvious can only result in inconvenience all the way to enraged alt tabbing to look for the answer online imho.