Most creators are pretty stuck in the way they capture content. Everything needs more light however from a coders perspective, there isn't a single movie that is "oversaturated". There is no camera on earth that cannot compensate for a high noon outdoor shot. However its near impossible to correct inadequate lighting.
Most 3D texture artists tend to use very dark artistry when making 3D textures for videogames too. Its most definitely the wrong thing to do. When scanned and then placed into the computer - the black levels usually have to be turned up to ridiculous levels - or else the whole thing starts to become a "Daikatana" when you lose 90% of the light because its at an odd angle to the ambient ingame lights.
Its often a complaint that content capturers and artists complain that their final digitized product looks "washed out". There are finite limits to what a coder can do - so all I'm saying is that if you want it to look the way you want, you must use plenty of light.
What you see in the eyepiece is never what you see on the DVD/Blu. Use about 3x more light and give the coders something to work with.
You are confusing "dark" with "muddy". There can be a dramatic image with a wide range of luminance values that places important information in the low end, and there can be "muddy", which is an underexposed negative with no range of values at all. This means that the whole image has to be lifted, resulting in washed out grays, no highlights since they weren't there in the first place, and no blacks. You see this a lot with shlocky low budget films, and even with big budget films shot by people with no eye.
What you're asking for is flat soap opera lighting, but that's ok, there are plenty of "professionals" out there that think that style of lighting is ideal. Good for them.
Maybe you think Caravaggio's paintings are too dark as well.