Being a hero has nothing whatsoever to do with what stupid pet tricks you call pull off mechanically. It is about stepping up and doing what most people wouldn't do.
That highlights a difference between RL heroism, which is so often posthumous, and fictional heroism. D&D is primarily inspired by fictional heroism, being a fantasy RPG and all.
Most of the drama in the edition wars was over tradition, change and identity, as opposed to play style.
I'm not going to dispute or agree with that, but a lot of it (whatever was behind it) was couched in terms of 'playstyle.'
My major beefs with 5E are lack of character customization compared to other games(including rpg video games),
Obviously intended, as it fights 'player entitlement' and 'powergaming' and makes the game 'simpler' (uncalled for parenthetical, though - can we, please, never compare D&D to a video game again?).
Which 5e treats as antithetical to 'player empowerment' in the for of those player options you'd've liked to've had. I don't agree with that treatment, per se, but I do find that DM Empowerment really does border on the panacea it's made out to be. 'Bad' DMs being the obvious fly in the ointment.
randomness(which I am learning is a direct consequence of bounded accuracy),
and a de-emphasis on combat. Note that the comparison between combat between 5E and 2E is an interesting one, which I will expand upon at the end.
The combat de-emphasis really is hard to get around, especially given my note on AD&D at the end of this post
Before we get into the 2e comparison: 5e de-emphasizes combat mainly by making it shorter (in terms of both rounds and table-time) or in order to make it shorter. It's not that hard to get around - from the Empowered DM's side of the screen - just design larger, more challenging, combats that require more tactics, cooperation (or optimization, including DM-abetted customization), and resources to get through, and run fewer of them each day. There's a few optional module you can flip on - some basic grid rules, gratuitous facing, universal marking, &c.
I think two editions and how many years of D&D where there was 'resistance' to house rules has definitely carried over to the 5E era to some degree. In addition, one thing I will give 5E credit for is that it doesn't have glaring issues that almost demand fixing like AD&D and the 3E era tended to have.
5e has DM intervention built into the basic resolution system, so the foundation for tinkering is very much there, it can just be in the moment as easily as in a sheaf of written house rules.
I feel this way more than anything because of a computer game called Curse of the Azure Bonds.
Nevermind.
It also has little to do with being a murderhobo hiding behind waves of hirelings, being paranoid to the point to tapping every floor tile with a ten foot pole.
Old-school/CaW styles and 'classic feel' aside, 5e doesn't have to be like that, and isn't as inclined that way as the classic game may have been for some groups.
Neither does it have anything to do with being a corpse cold on the floor because you suck at fighting monsters
RL - or 'gritty realistic' - heroism can be all about the circumstances under which you assume corpse-ness.
Neither does it have anything to do with your DM fudging things that your special snowflake doesn't die of incompetence.
Hey! It's not 'fudging' it's Empowered-DM-moderated-flexible-resolution. And you're not supposed to be peeking behind the screen... Bad! Bad player! No XP!
;P