I completely disagree.
There's nothing saying people can't make simulators or interactive experiences. I disagree that they truly fall under the label of "games" and meet the requirements of such. While they can be fun, they lack very specific qualities which we've known for the longest time are required to properly teach people something, and the very nature of games means that they're required to teach people how to do something. Whether you recognise it or not, you've never not played a true game that has taught you a skill or concept and got you to practice, demonstrate and "grok" it.
If you enjoy these types of "games", then that's just fine and more the power to you, but they only represent technical innovation, not design innovation.
I just think you overthink the concept of a game. It doesn't need to teach or have an ultimate goal to be a game.
You gave some non-digital games to illustrate your point earlier, but there are others that I believe debunk it, such as 'Duck Duck Goose', 'Ouija Board', 'Chinese Whispers' or 'Tag', which have no end goal, no learning to win, no progress, or even an ending.
Yet these are still games. Their only ultimate goal is to be fun, and that's what constitutes a game. An interactive experience designed to entertain. Whether it's a video game, a sport, a cardgame, a kids game or a parlour game.
I think that perhaps you're hung up on a textbook definition or something your uni lecturers said.
But your definition of what constitutes a game doesn't match the consensus of the general public.
'Game' is fine being a vague term and doesn't need to be split up. That's why we have genres to distinguish the variety of things under the 'game' umbrella.