Rage went through many transitions, since they don't want to sell a mockup , they used it for to train the experience and skill of the new team, Rage was scrapped in 2007 or what was the year , they started over for a full-blown IP , it was meant to be like a smaller pre-doom 4 game for ID to boost it's brand before Doom4 arrives.
But ofcourse RAGE is meant for consoles, it's a relatively fresh and rookie team at ID software that's handling it, all of the ID Software diehards are working on Doom 4.
Because this is ID software , fear not for the PC controls anyways, even if it's rookie guys they surely going to support everything to a very good quality so that's mainly a design thing, and it was easier for the rookie dev team to make the game for consoles is a LOT less challenging then a full blown PC game like Doom4 , RAGE probably doesn't use all ID Tech 5 abilities and what Carmack planned for the flagship ID Tech 5 game is yet to come as Doom 4 as we speak.
Rage also was postponed so many times , either because of the team , or they wanted a better game , let's maybe get the latter , Carmack has been thinking about making a full blown new IP , with marketing targeted for consoles , so it would pay off enough to make those big teams
That's exactly what he done with Rage on iPhone, probably the best game there if you get the HD version.
The consoles are just overruning , and everybody was forced to exploit them in order to fund the teams on big sized and PC-hardcore projects , a lot of studios lack experience to do something like this, and most of them just count PC out even if they have tons of cash , there's only a few.