Well, that was true until MKDS, due to manual Mini-Turbo charging creating a very high skill cap. Since then however Nintendo opted for a more user-friendly approach. We usually think of MKW as a competitive game due to its competitive community, but fon’t forget that MKW was the first game with a proper online mode and how much did that game sell. Neither of these factors can be really ignored. Nintendo on its part surely didn’t think of that game as a competitive game. Read the Iwata Asks on MKW: the focus wasn’t on creating a higher skill cap, but rather on the user’s experience, especially with the Wii Wheel, and Nintendo never made systematic competitive events of that game.Every Mario Kart has a strong luck element, but they also all have a high skill cap.
Similarly, in Mario Kart 8 firehopping was patched as soon as they could without breaking Time Trials - read 200cc - and as soon as MK8D was released, it was gone. MK8D also introduced auto-acceleration, smart steering and double items, by the way. And Nintendo never made systematic competitive tournaments of both MK8s either.
Ultimately, apart from the gacha/pay2win aspects that are specific of Japanese f2p mobile games, Mario Kart Tour looks to be a continuation of what MK8D started, and Nintendo showed so far a very clear idea of what Mario Kart should be, we just don’t agree with them.
The numbers and the success of the series tell we aren’t exactly right either, by the way.