Wiimote + Nunchuck is a fantastic idea, and my favorite control scheme in the games that properly utilize them. Their main problem had more to do with shitty utilization than any fault of the control scheme itself. Developers just didn't know what the fuck they were doing, and tried to force too much waggle just for the sake of it.
It took many years and several console generations for standard joysticks and control pads to evolve to where they are today, and for game devs to best utilize them, while I feel like the Wiimote's motion controls (especially with motion+) were largely a thorn in the side of developers more interested in developing for other platforms, but stuck pooping out some random Wii game on spec.
And while I've never tried PS Move or Six Axis, the Wiimote + nunchuck certainly kick the shit out of Kinect.
I've hoped for years they would make a comeback, but be properly utilized by people who know the difference shitty, forced-waggle, and elegant employment for specific tasks.
It's similar to how janky many early games for a new platform look and play compared to those coming out at the end of a life cycle. Sometimes it takes a lot of work to gain the experience to know good from bad, or even how to properly use the hardware.
I chalk a lot of the Wiimotes problems up to growing pains for the associated development community.