They would put up with crazy puzzles, huge grinds, weird RPG numbers systems (AD&D in BG1/2 for example), but if you want to do action A on thing B that can not, under any circumstance feel bad to do.
It remains an interesting reflection point in the history of 3D games. It's also why the Grim Fandango remaster turned out so well, now that controls have settled into their modern forms.