The fact that the designers still haven't learned that mechanical dice wankery for every aspect of the game is a big turnoff for those who prefer to let players actually play instead of serving as mobile die rollers.
It wasn't always that way. The first open playtest was pretty much a freeform roleplaying storytelling system with some combat rules. When the playtester revolted, saying they want some real game elements in their D&D, the designers kind of overdid it. And the dicelovers of the fandom fed them more and more.
I think the biggest thing about D&D Next is how the diversity of the fandom took them by surprise. The evolution of the playtest packets shows this.