Yeah, you're wasting your time. Stop writing large design documents. Stop creating wikis. Stop creating models and artwork. None of that matters right now. You're getting frustrated because you're wasting your time trying to create documentation that nobody is going to read, which doesn't lead to a game being produced, and you're realizing that now and it's just spinning tires in the mud, hoping to get traction to move forward. You just push the gas pedal down harder, make more mud fly, but still get nowhere, and get even more upset. It's time to change your approach.
Step 1: Learn to code. Be warned, this will be an excruciatingly frustrating experience for beginners, but persistence and patience pays off with a huge reward. Beginners aren't just learning how to code, they're also learning a programming language at the same time, so this makes it doubly difficult.
Step 2: Pick an extremely simple game project. Start with tic-tac-toe. Code it. It's so ridiculously simple and so well understood, that no document writing is necessary. That means you have have to focus on whats important, and that is completing the project. No excuses.
Step 3: Gradually, ramp up the difficulty of your projects. First you do tic-tac-toe. Then you do pong. Then you do break out. Then you do invaders. Then asteroids. Then centipede. Then red baron. Then a super simple platformer. etc. etc. Do NOT let yourself get stuck on bullshit that doesn't matter.
Step 4: As you're going through step 3, keep a keen eye on your own processes. What's working for you? What's not working? What can you change to become more productive? How do you measure it?
This will take a lot of time and patience. Game development is something which requires a pretty big investment of time and experience. Think of yourself as a character in an RPG, and every project you complete lets you "level up" through experience. You don't want to be a level 1 game dev attempting to attack a level 50 project -- this is a classic rookie mistake we see over and over again.
Remember, at the end of the day, what matters most is execution. Get the job done. Ship it. Get it out the door. A shipped product, no matter how small and insignificant, is worth an infinite amount more than a grand half finished project which will never ship.