I don't disagree with that. But from a storytelling perspective, the "interesting" part of a scenario like that isn't going to be the bad guy; it's going to be the effect on the victim.
Which is certainly a fine way to construct a narrative. The game Max Payne takes this approach and it works very well.
But that usually only gives you an iconic hero; if you want an iconic villain that people remember and talk about for years, you have to approach things a bit differently.
A counterargument:
Darth Vader.
Now before people jump on me all at once, I want to stress I mean a guy from a 1977 movie called
Star Wars. This movie and the impact he made in this movie is the reason we've had so many other films, more than a few of which go into his motivations at much greater length. There's no denying that
Star Wars, however, is the film that made the gent a cinematic icon.
What are his motivations in this movie? Um. He's a guy who, in Obi-Wan's words, 'turned to evil', and as an agent of the Empire seems mostly concerned about crushing the rebellion and the odd throat, either as an interrogation tactic or just because someone insulted his religion (you do
not want to work in the same office as this guy).
His only human connection is with his old master, a man he'd very much like to meet and kill. He has a cold, professional rapport with the other Imperial lackey... and that's basically it. He's a black hat kind of villain.
He's also an interesting example because attempts in all subsequent films to humanise him (starting with his legendary and oft-repeated revelation in
Empire) are also efforts to move him from the first kind of villain, the unsubtle, straighforwardly evil guy, to a more nuanced human being with motivations and agendas - with, infamously, mixed results at best.