Yeah I agree, and I feel like there has to be a line you draw.
Do we want this to look really cool and cinematic, or do we scale back a bit so the player can control this? It's an interesting conversation and I think it happens all the time at these big studios.
I can think of a few ways the player could have stopped the crane, but that's a lot of trust that you're giving, and would they be able to think of it on the spot? It sucks because if you make it interesting and something that requires some thought, the player could fail and totally fuck the scenes momentum. Damn, game design is hard.
The thing with most of Uncharted's set pieces are they are things that are happening to you that you just kind of have to survive which is why its easy to mostly just assign things to the sticks. With Spider-man, he has to be proactive during the setpiece because he's a superhero. He has to prevent the crane from falling on people, he doesn't have to just survive the sequence.