Back in middle and high school, I was in band, so I know the basics of reading music. That being said, I had no early idea how I was supposed to sync up with the drums (never played with a non-symphonic band to be fair) until I listened to your audio and started head banging. After almost 30 minutes, I pulled off the lick (twice, apparently, but I only remember doing it once). It was so satisfying, almost like it was the Dark Souls of rhythm games.
I think having eighth notes being the first thing you have to pull off (at the game's tempo) is too fast. To make things more difficult, it is hard to use the keyboard to play. I have to both scrunch up my hand and twist it to cover the keys. Maybe a numpad would be better, but not everyone has one.
The only real cue you had for when to play (aside from the subtle camera shakes and the drum), was the music at the top (only at the beginning). I can't see someone who is unfamiliar with sheet music being able to read it without it lighting up in time with the drum (like in other rhythm games). Just having that up there as a visual refer for when to play (pros could still disable it if you wanted) could help a lot. Options for changing the bpm might help as well (sort of like custom difficulty).
I'm going to disagree with Crime Dog a little here and say that I think the movement controls could work as long as players were able to fall into a rhythm with the lick. If they were able to do that, they could focus on movement more and playing less (sort of what you said). I think it would also help to make the circle around the player bigger. That way if people still had a hard time, they would have to move less. I'd be interested in what others think though.
Your idea on paper gets me excited, and I did really enjoy pulling off the lick, so I think you had the right idea. The issue (for me at least) was the barrier to entry being too high.