I disagree. I think an IF game should feel like a novel that you control at your own pace. I have a lot of text at especially important scenes, but I break it up with "click to continue". To be honest, people seem to really like that.
It seems that there are different types of 'IF' games:
A. (mostly/entirely) typed-in inputs ("guess the verb" can be dealt with scripting/game design stuff)
B. (mostly/entirely) clicking on buttons/hyperlinks "easy-ness" can be dealt with in the way the game is designed/conceived.
C. hybrid of variying (depends on the game maker's game concept) degrees of both: #A and #B