There are more non-hardcore players than there exist hardcore players. Also, both in real life situations and in games, the vast majority of people regularly encounter situations which... do not exactly testify their superior intelligence.
I'm trying hard to avoid saying something like "90% of all people are stupid", but you get the idea. People get to struggle in important situations (some struggle more, and more often, and some struggle less), and adding extra burden "just because" does not make this better.
Including designs that cater a mere 5% of your prospective customers and that frustrates a large share of your customers because it is needlessly complicated when they're already struggling is not an intelligent design decision. Unless of course you do not care about being successful.
Also, most of these features are not "dumbing down" (well, arrows are, somehow), but a mix of ergonomy and accessibility. That isn't the same thing.
Dumbing down is a "click here to win" style of gameplay, but for example item highlights are a valuable visual hint both to novice and experienced players that they're pointing at the right spot, and not a pixel or two too far left or right. There may be people who simply don't see all that well, too.
Contextual menus make your "workflow" less cumbersome -- why would one want to annoy the player with a purposely hard to navigate menu. It's similar to contextual popups in most desktop environments. When hovering over a red icon shows a popup "Pressing the Red Button will close the program without saving data" you might yell at the developer for how stupid he is for stating the obvious. What else would the Red Button do.
On the other hand, if you don't know because maybe it isn't quite so obvious to you, he just made your day, and at a neglegible cost. You could of course have read the 200-page manual, too. You do read manuals, don't you. Of course, everyone does.