Yeah, but similarly, let's say you removed all the puzzles in the game. That would also remove one of the primary values to people. All the work that went into those puzzles would be wasted. More people could get to the end, yes, but those that did would appreciate the game less and have less fun with it.
False. You're assuming that a game with puzzles is more fun than a game without puzzles, which is obviously not true. If Alec had replaced the puzzles with action segments, I don't think it would have been a worse game.
The point I'm trying to make is that hand-holding the player doesn't only expand your audience, it also restricts your audience (from some people), because not everyone likes hand-holding. I certainly wouldn't have bought Aquaria if it hand-held me, and others might not as well. So it'd be losing some of its core audience that way.
That's why it's important to give clues and hints early on in the game, so that players can make it through the rest without help. Once you have some experience with the puzzle style of a certain game, it becomes easier to solve the rest of the puzzles.
It's also important to make clues optional. Make signs, or NPCs that you can talk to, but don't force your hints upon the player. Nothing infuriates me more than a puzzle game that will incessantly drop hints about what you should be doing, before you've even had the chance to do it.