Mm? Consolitis is, basically, a function of simplified gameworld interaction mechanisms, innit? It's all right to talk about player/simulated skill divides, however the reasons I've found that console games lack verisimilitude are:
a) the input mechanisms (pads) may be lacking in simulating relatively granular levels of physical movement and interaction because there simply aren't enough buttons (imagine playing ArmA 2 or Stalker: SoC on a console), hence you have wonderful issues like the run and use actions being mapped to the same button/key in ME2
b) intellectual concessions like waypoint arrows, bread-crumb trails, and glowing frobbables/mission items/markers
c) heavy focus on QTEs that translate directly into 'doing cool stuff you'd otherwise only see in a non-interactive cinematic' by mashing buttons because the interface doesn't allow for fine manual control to pull off those actions by yourself or, as you call it, the 'I win' button.
DE:HR's cover system is an interesting case in that it automates switching from one cover point to another with a key press (possibly with you being able to choose the cover surface you want to get to by highlighting it in your crosshairs), and it's something the latest Splinter Cell did.
I can't really tell if I like or hate the system, because it works seamlessly and fluidly enough that you can concentrate on tactics instead of lumbering from pillar to post, but it's automated the 'crouch and run/roll/dodge/slide to next piece of cover' bit completely.