You're not wrong. The Genesis shipped with fairly 'boring' but powerful hardware for the time - an M68K, a Yamaha synth, and a PPU-style video scanout chip. In contrast the Saturn was a kitchen sink of novel ideas that developers struggled to work with. Two CPUs, a polygon rasterizer[0], a sound system with an M68K
inside,
AND a DSP with a VLIW instruction set.
At the same time I'm not convinced that these failures are entirely orthogonal. Developer marketing is still marketing. At some point during the Saturn's development someone should have said "hey, maybe we shouldn't make developers juggle five CPUs to get decent performance." Letting the system engineers go wild with power is how you wind up shipping a system that looks really powerful on paper but nobody can actually develop games for. See also: the PlayStation 3.
[0] Which itself wasn't even as functional as the PlayStation's. If I remember correctly, rendering to a texture was either impossible or merely very difficult. SEGA also stuck a PPU in there as well which you could use for some effects but it didn't make up for those missing features.