Well, I'll share my thoughts again then:
The thing about rhythm games is that "rhythm" is a general term and can mean many things, and rightfully so. It is just "hitting buttons to the music." But because of this people seem to think that osu! is like any other rhythm game, considering this definition, but it is not.
MOST rhythm games have a far more complex accuracy system than osu!standard, and require more thought and controlled response to patterns presented, but are solely based on your accuracy with regard to reading those patterns. In this game, to make up for the difference in the "response complexity" to rhythm, your ability to read patterns is split between aiming and accuracy. Your ability to play this game does depend on how consistently you can aim, and the only way to do that is with a combo system. i.e. connected hits.
If accuracy was all that mattered the aim component would be nothing more than a gimmick, which if you wanted, you could skip the hardest jumps in the map, focus on hitting the following notes after very accurately, and still make a top50. This is not just about getting 1x miss anymore, because you tried to hit that 1x miss, but now you have the option not to. Trying to hit very hard jump patterns does adversely affect your accuracy, because it requires more focus on aiming.
On the contrary if osu! were to be fully focused around rhythm accuracy, it would require a revamp of the scoring system and hit error leniency in its entirety, and getting the "high accuracy scores" you are deluded into believing are good now, would not be, because the mapping meta would have also changed long ago to make getting high accuracy harder. As far as "hitting your buttons" goes, mapped patterns these days are really easy, there are so few fingerfuck maps and they are terribly unpopular. The focus is mainly on making it even easier to play now because of "flow mapping," which basically implies that you can predict the map.