We choose the games we play with very young children by tradition. They were the games we played as kids and pass them along to the next generation. Some of these games are good, but some need to be retired. The other day I posted a list of commandments for good board games, and the following games violate some or all of them.
8. Battleship - I struggled whether to include Battleship on this list because according to my rules, it definitely nails 2/4. It forces you to make decisions and the game doesn't depend on the theme at all. It's on this list because I can't imagine a kids game more boring than Battleship. Growing up, we had Electronic Battleship which gave you the advantage of not having to tell your opponent where your shots were headed. Of course, this meant you had to program all your ship locations into it ahead of time. There was a very good chance you or your brother programmed the thing wrong and you both just wasted an hour.

7. Operation - Who isn't scarred for life by the sound of that buzzer? What operation requires two doctors to remove every vital organ from a human being? Sounds fishy to me. If the game was fun these could be overlooked, but if you stripped away the theme it would be a game about picking things up with a tweezers.

6. Trouble - The gimmick here is the pop-o-matic bubble, which is actually a great idea. Do you know how often my kids roll the dice off the table? Unfortunately, they stuck it on to a horrible game like Trouble. The game should be called, "Waiting to Roll a 6." There are choices to be made, but for the most part they are obvious.
5. Hi Ho Cherry-O - Use the spinner to determine how many apples to pick from your tree. First one to clear their tree wins, but occasionally you'll spill your apple bucket and have to start over. No decisions to make at all. The only thing saving this game is that theoretically it could be over in 5 or 6 spins.
4. The Game of Life - As a kid I liked Life, but later on I realized how bad it was. There's only one real decision to make in the whole game, whether or not you go to college. Honestly, now that I think about it I'm not even sure you get to choose. If you don't go to college, you're screwed. What I do remember is the spinner jamming frequently as you moved along collecting a family and various material possessions you can't actually enjoy. The cynical side of me thinks it could be a nihilistic commentary on the pointlessness of life. I'll be an optimist and play something else.

3. Hungry Hungry Hippos - Technically there could be decisions to make in a game of Hungry Hungry Hippos, like how many times per second to bash the lever down to grab the eggs. I think they're eggs. I will grant that Hungry Hungry Hippos may be fun for the first game, which lasts about 4 seconds, but by the 3rd you will be done with it forever.
2. Chutes and Ladders - One of my favorite games to pick on. It's way older than you think and was created to teach kids about karma the importance of doing good vs evil. I can't think of a worse way to teach kids about make the right choices by playing a game that offers no decisions at all.
1. Candyland - The only popular game I can think of that fails all of my good game commandments. The winner is determined as soon as the deck has been shuffled and playing the game is just going through the motions and revealing the winner. Candyland exists in a deterministic universe. I've also written about Candyland before and how it could be saved (deal out three cards to each player and let them play one card per turn).

The most common argument for why Candyland and other deterministic games are useful is that they teach kids how to play games and take turns. I agree, but why not pick a game that also allows them to make choices and see the effects of their decisions? The answer is that every board game I've ever played is adversarial. If you play a game with a 5 year old and the choices you make are meaningful, the 5 year old doesn't stand a chance. If I play a game with no choices, the 5 year old can win but can't explore meaningful cause and effect. I created Dungeon Adventure as a way for my daughter to both enjoy playing games together. I'm not playing a game with her, we're playing a game together. It's her playing against the world I created for her. Occasionally it's been the other way around. I think there should be more games like this and I challenge game designers out there to create them.