Motion control is very unique in that there is no clear cut off for when you're not activating it. Like the programmer can't make the game instantly react to the slightest bit of input because just holding it "still" isn't truly still because you'll be breathing and the controller will be moving ever so slightly.
Just out of curiosity, do you have any solutions in mind for this problem? Aside from the obvious "Don't use it."
Another curiosity question: Let's say, hypothetically, that they can create motion controls that are 100% accurate. Do you think you would enjoy using them?
100% accurate would be getting close to VR so that would be pretty neat. Doesn't solve the problem of fatigue so the games need to take that into account. Can't expect the player to be swinging a sword for hours on end for example.
I think the best solution as is would be to have a button on the controller that you hold down as you do motion control "swings" so it knows you're in motion control mode and are not just moving the controller to scratch your nose or something. Or maybe you press it to temporary turn it off or hold to turn off or whatever.
Touchscreen controls have some issues too. No tactile feedback and touching the screen involves obstructing the view of the game itself. The two issues go hand in hand actually. With dual screens you can put the visuals in the non-touch screen so that the controls don't obstruct the view but without the tactile feedback the user can't use more than one touch command by feel so they have to look down at the controls and take their view off the game. Works okay for something like Theatrhythm where the whole touchscreen is one pad area and you can input the commands anywhere on the screen or turn based games where obstructing the view temporarily won't cost you a life.
The morale of the story is that you don't go with control schemes on the basis of how neato they are for marketing purposes (or in the case of mobile to shoehorn a game into a restrictive control scheme just to get product on the platform). You go with what fits the game. What will allow the player to feel in control of the game without really even thinking about it because when you're playing a great game you don't really think about the input, you just do it.
If Nintendo really likes this two screen thing for Star Fox then wouldn't the 3DS have made a **** load more sense since the screens are close enough that the player can easily have both in his field of vision at the same time?