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So, maybe to move slightly afield (but also closer) to the point of conversation.
There is something to be said about rules that allow you the freedom to simply play.
On the other hand, one of the things that I loved about 1e (especially the rule books) was the extent to which they continually evoked ... more. The examples are manifold (including the ones that I have already listed) but just think of some of the brief stories regarding the artifacts; the short descriptions in the artifacts regarding Vecna and Kas alone gave rise to countless legends and stories in home campaigns!
Or the Ring of Gaxx ... what does alien origin even mean in the context of 1e? (Cue up Barrier Peaks, and so on).
Again, this is not a question of normative values (better or worse- I wouldn't teach kids 1e today) but simply an observation that it is very, very different than what we now; echoes of which I will sometimes hear in discussions I have with other regarding the best form of capaign setting source book (to which I think that the best style is the ur-setting, the GH folio, as it hints at the adventures for the DM to fill in and provides hooks instead of answers).
In some ways, I liken this to the idea that it was successful as something to be read because it invoked a world, in the same way that a god book or movie or show that alludes to a world outside the corners of page/film do, as opposed to being simply a source of rules.
I agree with all of this. And I'll observe that isn't a commentary on the difference between rules per se, but on how they are presented. 5e tries very hard to be setting agnostic. Examples are Cleric Domains (instead of actual deities), general Paladin Oaths, and vaguely defined Warlock Patrons.
An interesting counter-example is the UA patron "Raven Queen". Even though I skipped 3e and 4e and so never heard of the Raven Queen (or didn't buy whatever supplement she appeared in, if it came earlier than that) that was immediately one of my favorite UA sub-classes. I loved the flavor. But...it didn't survive to Xanathar's. I guess "Raven Queen" was too specific.
Of course, many things do survive. The iconic named spells are (mostly) still there, although absent of any explanation. The Artifacts in the DMG are great.
The funny thing is I don't really have any interest in WotC settings...none of them have flavor I really like (or, in the case of FR, I don't like every flavor at once). But, yeah, I like these elements that offer a glimpse of history and lore.