There's a happy medium, though. Overly-photorealistic controls are actually counter-productive, especially when incompetently chosen. For example, at the height of Apple's cheeseball skeuomorphism was Game Center, which featured such things as "velvet" card-table surfaces with "painted" labels on them... but those labels were actually controls in some cases. Now who sits at a blackjack table and tries to interact with the paint on the velvet in front of him?
Another example was the "LCD" display at the top of iTunes, depicted as having a transparent cover over it with a sheen and highlights. Unbeknownst to most users (I suspect), some of the labels in that display were actually clickable controls. WTF? I've owned numerous audio components with displays behind clear plastic windows, and I've never tried to poke at one with my finger.
I think mid-'90s GUIs hit the right combination of graphical (not photographical) with universal visual cues. Buttons had only three or four monochrome shades, but had beveled edges whose shadows inverted when the button was "depressed."
I'm glad to see some backlash against the lazy obscurity of "flat UI," and a return to some proper demarcation of controls.