What you just described is also called bad UI design.
You should't have to adjust to the "logic of its own." That's poor design. A good UI is intuitive enough that it makes perfect sense without any adjustment period.
If you "have to try" to understand a user interface, that is a bad user interface. Period.
Interesting. I experienced an adjustment period for literally every new interface I've ever used. Each iteration of the Xbox One interface seemed somewhat confusing at first, but it's hardly the only "bad user interface", by your definition.
Going from Android to Windows Phone required adjustment. Going back to a newer version of Android required adjustment again, and a couple of years later I still don't like it.
Going from Xbox 360 to PS3 - adjustment, and I still don't like the way that so many things are nested under just several icons, often seemingly at random, and sometimes duplicated in multiple places.
Getting a 3DS a month ago also required adjustment, and that's as simple and feature-starved as it gets. Why does going back a step sometimes work using the B button, and at other times you need to use the touch screen? Why is the virtual back button, a function that is used so often, on the left side of the screen when it would be easier to reach on the right?
Even going from Windows XP to Mac OS X back in the day left me scratching my head. The then-current version of iTunes in particluar, I couldn't figure out the logic behind it for the life of me.
Also within the games - why is the topmost face button so often used for the menu functionality in JRPGs, when intuitively I'd always reach for the start/menu button first, select/view second?
I could find reasons to complain about almost every user interface out there, but instead of bitching I take a couple of hours to learn it, and get over it.