I too grew up playing classic point & click games from LucasArts, Delphine, Adventure Soft etc...
Back then, they may not have had the resources to create simpler interfaces - or maybe they just made them like that, because that is what everyone else was doing? Sure, when I was younger & had a lot more patience than what I do now, I enjoyed trying out every single command on every single interactive point, in each scene & trying to combine random items in the inventory, but after a while it starts to become tedious, & repetitive, to the point where you are wanting to tear your hair out.
Monkey Island 1 & the Simon the Sorcerer games for example both had 12 commands whereas Monkey Island 2 reduced the commands down to 9 but it was still a lot of commands. More modern games tend to only have around 1 to 4 commands. Also the thing I never liked about retro interfaces was the fact that they took up at least 1/3 or 1/4 portion of the screen. These days it doesn't matter so much as we can fade in/out - or slide in/out - the interfaces, as required.
My favorite interface was the one used in Broken Sword 1 & 2 - not the remastered editions, interface was shit in them - because I liked the simplicity of the animated cursors changing to reflect what action would be performed on left click & the right button for examine. I also liked the simplicity of the slide in/out menu (top of screen) & the inventory (bottom). It really helped keep things neat & the lack of 5 million commands meant that you weren't interrupting the flow of the game/story with having to arse around trying loads of commands etc... Sure it has dumbed games down a little bit but I still believe it was a step in the right direction.