No it wouldn't. The skill tree is very simple, at least in the beginning stages. Maybe that'll change in the upper levels, but right now there's nothing complicated about it at all.
Shhh... don't spoil their delusions. They've got this whole "complexity equals depth" thing going on.
Obviously I'm a PoE fan, but I sorta agree...at least with the part about people having this whole "complexity equals depth" thing going on.
If you watch videos and read interviews with the devs, one thing you might notice is how little they talk about the passive tree. A lot of fans like to point at it and say "look, choices and complexity" when it is only 1/3 of character customization and, outside of the keystones, is more based around supporting the customization options of skill gems and gear.
Watch a video of Chris Wilson (Lead Producer) discussing the game, and he - especially lately - spends more time talking about the maps system and about combining skill gems, such as taking a simple fireball skill, and using 3 different support gems to turn it into a totem that spits multiple fireballs that split into even more fireballs when they hit a target. For the longer videos, he will usually also bring up the barter system, and how every item that drops has an additional use beyond just being currency, giving every item that drops an inherent value, and how you can upgrade gear with orbs, etc.
There are definitely plenty of choices available to players when it comes to building a character (and as I mentioned here and above, it's not just about the passive tree), and it's in having choices that a game creates depth.
Even Diablo 3 has quite a bit of depth when it comes to skill and skill rune choices; what it mostly lacks is a lot of choice when it comes to gear. There just aren't many options when it comes to choosing what stats you want on gear, nor are there really many interesting combinations/unusual builds made around stat/skill rune choices or legendary items. There are several builds in PoE that actually rely on having a specific unique - if there's an equivalent version in D3, I am not aware of it.
It also doesn't have that sense of character permanence that comes with creating a character built around a specific idea, but I don't think having it or not having it is a matter of being right or wrong...it's simply one valid playstyle (flexibility) versus another (greater degree of permanence). That's another rabbit hole, though...don't get me started on the debate on what makes a particular game mechanic "right" or "wrong" or "outdated."