Thinking on it now, the most thing that has stuck in my memory with Tomb Raider was looking the butler in the freezer but I can see people in this thread who never fully understood the games and there grid nature and the rules of the game. The controls are by all means really frustrating but they are perfect for the system that is in place, it really is incredibly intelligent level design. Remember the devs didn't just set up parkour on the fly, no, they crafted a system which is allowed them to create complex levels and after you make a few jumps of each varying distance it's pretty obvious, you can actually see the sqaures in the first game really easily, pretty sure the mansion gym course teaches you everything really concisely. I do understand that there are gamers who never figured it out but to complete ignore it and call the game trash because you never understood the basics of the game is BS.
They didn't sell tens of millions of copies with the old system cause they were one of the first 3d platformers, no they sold because underneath the frustration is a really solid puzzle platforming system wheter all those millions noticed it or not, it does not matter, it is legitimately fun to work your way through these games, rip out all the combat and story and that core is fun. Crash Bandicoot is frustrating, it's still fun. Not everything has to be easy, the whole point of the games if to figure out the puzzling level design and finally make it through something you spent much time attempting trial and error.
Going back to basics like this with no hints would be welcome. Something severely lacking from current games is the idea that getting stuck is a bad thing, Getting pretty sick of the auto parkour with no need for inputs. Stellar Blade brings back agency in parkour but unfortunately it's mostly confined to finding the collectible cans.