You're being critical of other people's ideas, yet you're offering not a single original idea here.  You essentially have summarized what myself and others have already proposed. I just don't know where you're coming from.
I think most people are in favor of a relatively complex control scheme because it's ultimately more rewarding to master.  The last thing I want, is a button masher.  I want to feel like I'm improving.
This game is likely to never even be produced, why not think big and have fun considering the possibilities?
Why wouldn't the right analog/ollie system work for jumps?  It works perfectly in SKATE, and it's much more intuitive than holding then releasing an arbitrary button.  Also, it allows you to control the intensity of the pop as well as potentially to subtly alter the axis of rotation.
I agree that the GTA, open environment, explore the village idea is unnecessary and sort of takes away from what's important.  Not to mention, it sounds like it would be incredibly difficult to execute.  But, it would be nice to have the ability to click out of your bindings in a manner similar to Shaun White in order to hike a rail, access different locations, etc.  Plus, I'd like to see some ridiculous yard sales.
The rail/jibbing system might need to be on the simple side, but I think upping the difficulty would make landing tech tricks just amazingly satisfying.  I agree, that there shouldn't be a "lock on" button...grinding should be about simply taking the right angle and speed into a jib and timing the ollie.  I still stand behind the idea of X/A corresponding to your feet and using your front foot to perform swaps.  Obviously, if you spin on to a box and you want to then blind swap, or blind spin out, you wouldn't necessarily need to grip.
As a fun add-on, I think maybe a "Focus" mode would be cool.  If executed right, it could avoid being cheesy.  For example, maybe you have the ability to enter a slow-mo where you have greater control of your rail tricks after stomping a certain amount of tricks or just maintaining a really solid line.  This of course would be optional, and would be best in small doses.
I can't stress how important the animations would/will be.  I like the idea of choosing your "style": laid back vs. athletic/aggressive...it would really personalize the experience.  Also, the game should recognize your preferences and respond to your tendencies.  I haven't played Stoked, but I thought the "hucker" vs. "style" was a really great idea.