Maybe like this?
The first one is with center smoothing offset right and slightly down, second one is just offset right.
These are better. For a rectangular button to the middle left of center of screen.
If the button was near the bottom left of the screen it would kind of have a counter clockwise twist to the axis. But it is not really a simple twist it is a skew in two directions.
Even for a button straight left of center, your pattern distribution is too symmetrically top and bottom. From what I read awhile back when I played with similar coding, humans tend to click a little more randomly high so that the top is more random and inaccurate than the bottom.
Your top one is more of this idea of skewing in two directions but at a glance it seems too blocky but on a rectangular button that might actual be it but I like the distribution from the center better on the second but too symmetrical top and bottom. You don't want the pattern to be too symmetrical on any axis as that is math that a detection algorithm could look for. From what I understand with real human movement it is a skew on multiple axis based on multiple factors. Arm movement will cause it to be skewed one way in the direction that arms move naturally, hand movement to be skewed another as wrist tend to move better side to side than up and down, fingers, eyes, psychology, etc. tending to make errors in multiple discernable axis.
Below is a related thread.https://autohotkey.com/board/topic/99251-weighted-random-functions-asymmetric-parabola-and-formula/
It has some equations and math that I played with in the past. It was during this time that I researched human mouse moving and click to discover that it is pretty hard to do really good because humans don't really move and click at random.
Now don't get me wrong, you can definitely do it well enough to fool most games as they don't want to spend the processing power and bandwidth not to mention the coding expertise to implement really good. It is just hard to fool a focused analysis. Game companies don't really care about cheating, only disruption. If the cheating is not affecting their servers or other players too much, they don't care too much. There are other statistics that are easier to collect to flag suspicious play.