At this point, every console game (as opposed to computer game) prior to 2005 works fine on modern computers. The exceptions include only a few consoles with poor emulators (Saturn, Xbox, or especially obscure shit) or stuff that requires accessories/gimmicks to work properly.
I have experience as recently as last month that says otherwise.
I was trying to stream Symphony of the Night using Duckstation--I also had Mednafen and some other emulator handy (this was on Linux Mint) but the other emulator (I wanna say it was PCSX) would not detect my controller (an 8BitDo SN30 Pro Plus) and Mednafen starts to chug as soon as I start streaming. This on a fairly recent laptop (as far as I know, a 2022 model), BTW.
SOTN seemed to be playing fine but I kept noticing weird controller inputs where I swear Alucard wasn't doing exactly what I inputed. Magic spells for example, I would get ones I know for sure I hadn't pressed the buttons for and could never pull off the actual one I was trying.
Then I got to that room in the chapel where you're supposed to be able to sit in the chairs and get visits from ghosts, and Alucard would just Not. Sit. Then I knew for sure something was wrong.
If you can offer a possible explanation or fix, go ahead. Still, this shows that no, emulation issues are not limited to just obscure games or games with gimmicks.
And this isn't even the only time in recent memory I had issues with emulation on well-known games on PCs that should have been able to handle it just fine. Super Mario RPG (same PC, same OS) would start chugging framerate when played with Mednafen, but would run on SNES9x just fine (Mednafen seems to run every other SNES game just fine by the way), and a lot of times with many different games, I've had either delayed/dropped inputs or what I call "phantom inputs" where the character will do something even when I'm sure I didn't press a button for it--most notably they like to move. This last thing has also happened on Windows-based emulators though with one controller in particular (an 8BitDo M30, which is designed to look like a Saturn controller) so I wonder if its something to do with that in particular.
I'm kinda jealous of these people I keep meeting who seem able to run every pre-2005 game perfectly with no issues, because that's just not the experience I've had.
These days, not counting official emulations, I tend to only use emulators as a last resort, usually for games I can't play any other way--normally this is arcade games, and MAME is one of the few emulators that has never given me issues.
There are two other cancers on games that are post-2000 that haven't been brought up yet:
Crafting. Crafting is a neat thing in theory, you can get stuff and make better stuff from them. Unfortunately, in most games, it's poorly implemented and doesn't tell you what you need. I hated Terraria for this, you could craft certain items in other certain items and it wouldn't tell you all it could really do, nor if something was just aesthetics or not, or if it had actual stat boosts. Factorio's crafting system is fine because it tells you everything you have access to and will automatically do intermediates for you if you only have raw items.
I also dislike how crafting seems to have become a "every game needs to have this" element. A lot of times it just does not fit and feels like it arbitrarily holds up the game. Sometimes I feel it doesn't make sense in context--Skyrim can be an example. Why in blazes would my wandering swordsman be expected to create and repair
his own stuff? Isn't that what
blacksmiths are for? This would be like going into a McDonalds and making your own food.
The saving grace is that I've heard crafting is more or less optional, and really only useful if you want to make game-breaking items.
Another big issue I have with a lot of crafting systems--such as the cooking in Breath of the Wild--is that a lot of the recipes are functionally the same thing, so past a point there's no reason to experiment.
Even if there was, a crafting system can run into the "strategy guide as second manual" issue and turns the game into just you autistically scavenging every piece of detritus you happen to run across because it
may possibly be useful somewhere down the road.
The other one is Open World, where instead of just the feeling of an open world in a small, restrained space, is a weirdly-proportioned map with just random scattered points of interest and tiny settlements. This has been a format since 2005 and we still can't come up with a real, convincing world with endless opportunities.
The funny thing is I recall having a similar thought back in the late 1990s. Around 1998 there were two games I was playing a lot: Daggerfall (Elder Scrolls II), and the first Quest for Glory (I had just bought the Anthology and was playing it for the first time).
The games were similar in that they gave an illusion of having a lot of freedom, but the funny thing is Quest for Glory--despite being a much smaller game world--actually felt more real because they had put a lot of thought into how different skillsets could solve the different situations.
Don't get me wrong, Daggerfall was fun and is nostalgic for me to this day, but even back then I felt like it had a way of feeling "artificial" and "gamey."
I think Quest for Glory demonstrates the problem: it was able to do what it did because it was such a confined space. The bigger the world gets, the more generic everything becomes.