I agree that design is far more complicated than most developers realize, but I'd be careful to avoid mistaking detailed explanations for accurate explanations, and heavily discussed topics for usefully discussed topics.
Most of my BFA is in graphic design and it's not my only art and design education, so I'm pretty well-versed in artsy fartsy Bauhausian high-concept visual communication. From the very first days as a Freshmen you start with exercises like finding as many ways as you can to create a palpable sense of tension with only two black squares on a white background by changing the scale and placement, or making two identically colored swatches look like two different colors by placing them on a field of a different color. Professors deliberately don't give you a set guidelines in these exercises because the artistic roots of design don't work that way— you have to understand the way visual components work together on a visceral level before you can effectively reason about them... even pretty straightforward things like effectively setting paragraphs of text or kerning letters can be pretty nebulous, and that's much more straightforward than at abstract logo design.
Could you imagine the pressure of being the art director wielding those nebulous and subjective processes revamp a worldwide household name in one of the most image-focused markets to ever exist? Or being the executive with zero domain knowledge tasked with evaluating the work of this firm? And while the early parts of the process can be subjective, there are vastly more wrong answers than right ones when it comes time to reveal your final product.
This tension means selling your vision is just as much a part of the design process as creating it, and that's a tough job. Check out this 27 minute long pitch film legendary designer Saul Bass made to sell his rebranding of Ma Bell:
https://www.youtube.com/watch?v=xKu2de0yCJI
That was a huge initiative and it required a lot of explanation— not just explanation of individual decisions and the reasoning behind them, but explaining how he saw the context of the company, all its individual parts, and how people perceived them before deciding how he was going to affect the changes he was hired to affect. But it's all very, very digestible because he's a designer and that's what designers do. They figure out how to take complex or nebulous ideas and concepts and efficiently and effectively communicate them (usually) visually.
And while some of this breathless report makes good sense, much is far from digestible. Parts of it brought to mind this famous Francis Ford Coppola quote:
"We were in the jungle, there were too many of us, we had access to too much money, too much equipment, and little by little we went insane."
It dabbles in bits of knowledge most folks would consider obscure, presents not-obviously-useful conclusions based on them and then wraps the whole burrito up in a cloak of grandiosity. I mean, when someone places the theoretical framework of a corporate identity revamp on a timeline with some of humanity's most significant achievements, you better strap on your bullshit-proof vest. It seems more designed to make readers feel insecure about not connecting the dots (or maybe zillions of circles) and therefore less likely to confidently push back. I'm really not sure how else the assertion that a circle trisected by two very deliberately placed, but relatively straightforward lines could even subconsciously conceptually intersect with the earth's magnetic field. 90% of that study of perimeter oscillations was psuedo-analytical pointless bullshit.
This sort of thing annoys the hell out of me because it reinforces the view of design as entirely subjective fluff propped up with bullshit when most professional design is actually pretty well reasoned.