It's safe to say Nintendo doesn't do the same BS as other companies like murdering franchies and reanimating them as mobile games.
They make their own BS like murdering series to show off hardware gimmicks.
I think I heard about this being the unintentional results of Miyamoto's thinking.
Oh, yes. An Iwata Asks interview.
(Video starts at relevant section when clicked, and the video has the source.)
"One theme of the Nintendo 3DS system was gameplay involving depth." Miyamoto told Iwata, and he later added:
"you can clearly see the depth involved, so I thought it'd be more fun shooting it with a laser."
When the video's creator explains that that's Miyamoto's creative strength and weakness and I fully agree with him:
On one hand, Miyamoto's the one who created and spearheaded* Mario and Zelda for decades, pushed technical limits with Star Fox and F-Zero, and took an interesting spin on an already successful genre with Pikmin.
On the other, he doesn't really stop to consider when an idea can be outright skipped. People turning off the 3D in the 3DS, or people avoiding battles entirely in Sticker Star.
The thing is - while he's not alone (Yokoi and Iwata were similar in their thinking, as are many others within Nintendo. Even younger ones like Sakurai and Mario's current director Motokuba). Miyamoto has a justified position and influence within the company. Why deviate from something so successful?
That question is the start of organizational culture, sometimes helpful, sometimes a massive drug.
*(I'm using spearheaded since there are loads of people at work with each game, especially nowadays)