A lot of people do want those things, which is why "Call of Duty" and "Grand Theft Auto" make billions of dollars every sequel.
"The indie community believes that what people really want is experimental games with heart and a unique visual sensibility. And puzzle platformers. And roguelikes."
Some people do want those things, which is why these genres have dedicated followings.
At the risk of sounding glib: Flappy Bird's success doesn't prove or disprove anything about the gaming industry. It certainly isn't some sort of paradigm shift, and it's hardly an indication that "no one knows what the audience wants."
To put it more directly: there is no "the audience," in some monolithic and homogenous sense of the word. There are audiences. When an outlier comes around every now and then, offering novel gameplay and a unique sensibility, that's awesome. But it doesn't mean everyone else is somehow wrong. The only ones who will get it wrong, in this case, will be the legions of publishers rushing Flappy Bird clones to market in the hopes of catching some of its halo effect. (Upon last app store search, it seemed there are already many dozens of these in the market.)