I know this is an old question, but it could use a modern answer. The motion sensors in PS4 and Switch controllers are precise and responsive when used correctly. This is an area of expertise for me, as the creator of accessibility tools that focus on what's possible with good gyro controls.
The simplest rule of thumb for considering what games benefit from gyro controls specifically is:
If it plays better with a mouse, it plays better with gyro.
For an in-depth how-to on implementing gyro controls that are precise and responsive, see here: Good Gyro Controls Part 1: The Gyro is a Mouse.
Games like Super Mario Galaxy (from your example) wouldn't obviously benefit from a mouse except in isolated ways (aiming at star bits), and (conveniently for my answer) doesn't actually benefit from its motion controls except in isolated ways (aiming at star bits). Using motions like shakes and swings to replace inputs that only require a button press is usually going to make for a worse experience, as explored in other answers.
But I do want to get past the idea that motion controls are imprecise. This is a symptom of the way they've been used and implemented. This is not an intrinsic property of motion sensors in modern hardware (PS4 and Switch controllers).
Shooters favour a mouse over aiming with a thumbstick. And, when done right, gyro aiming is actually much easier to learn and much more precise than thumbstick aiming: example on YouTube.
This benefit extends to other games that are virtually unplayable without a mouse: top-down MOBAs like Dota 2 and LoL, some puzzle games like Opus Magnum, management games like Cities Skylines, even RTS games like Age of Empires, though the gap between gyro and mouse remains an obstacle in that case, as well as the limited number of buttons on a controller.
Comparing it with a mouse doesn't cover every case, of course. Many players prefer gyro and accelerometer controls for steering cars over using a tiny joystick on a controller. It's easy to imagine how a mouse could be used for analog steering, but for whatever reason it doesn't appear to be as widely pursued.
The gyro is on balance not better than a mouse for most games designed with a mouse in mind. But it's a lot closer than a thumbstick, even with all the incredible amount of work that goes into modern aim assist.