Since we are expressing our opinions of particular editions, I'll take my crack at your list:
As much as I loved the deeply satisfying mechanical crunchiness of 4e combat, I would not attribute that description to it, myself. I found many combats became very similar to each other. With characters using the same small handful of powers on predictable schedule fight after fight. How are cookie-cutter tactics day-after-day in any way considered "dynamic"? Fun, sure. Sometimes. But once grind kicks in, there goes even
that. [See? I can make sweeping generalizations, too.]
It has been argued (successfully, IMO) here before that 5e has actually
more character options than 3.0/4e had starting. Between the numerous subraces, subclasses, and backgrounds, 5e came out of the gate with unprecedented variation in character creation options.
DMs are players too. Just sayin'...
But regardless of that fact, players are as empowered as the table's social contract allows. I've played 4e games with draconian DMs who stripped away a great deal of 4e's so=-called player empowerment. [Look, more counter anecdotes...]
and a more modern and high powered aesthetic
This one I admit I have very little to respond to without more info. What about 5e's core mechanics aren't "modern" to you? What do you consider qualifies a game as having a "high powered aesthetic"? Because, short of examples, I think 5e handles both complaints in spades.