I think I understand what you are saying and I partially agree.
We cant always blame on how people play the game. No doubt AI alone should be good enough to make throuhg/long balls and quick/blind passes from midfield to attack harder. AI must be good enough to start readind attacking plays, anticipates to some of these predictable passes and cut it out or intercept it.
Thats what I think Adaptive AI is all about. If it will work or not, this is a questio without answer yet.
BUT (and big but), even if Konami want to build a game with accessible/simple controls, the game should still have codes that caulculate risky plays that, in real life secnario, the chances of giving ball possession away is a lot higher. For example, we all know It doesnt make sense that a first time pass with a 180º turn while under pressure betewen players who are 20m away from each other is as accurate as a normal pass between players who are just 5 meters away and are facing each other with no pressure whatsoever.
To sum up, the game should be accessible in the sense that you dont need to do anything else than tapping X to make a short forward a lateral passes from a player that has full control of the ball, with no pressure, and right body balance/angle, but the game also must be deep enough to make people think before passing, to make them think that, in many circunstances, its better to take a touch first, turn and pass then just hitting X while the player is not even facing the recieving pass player and expecting a perfect pass always.
Game must make a good intepretation of risky situations and factors that can impact pass/shooting accuracy speed.
Currently, players (the big crowd) are the ones who want to dictate how the game should play. Its been gone the days that we had to pass a week playing the game nonstop to then start scoring some goals. Good old days (sad face).