When I first made the shift over to thinking how you have to to play/run Blades in the Dark (my first Story Now game), I loved it and thought, "self, you could totally pull this naughty word into 5e and make it better!" So, I tried. I am not a slouch or an idiot, but I rapidly found I couldn't make it work without just fiating all kinds of things. 5e lacked the necessary framework to make sense of the core play of Blades. Or any PbtA game, as I went on to learn. It doesn't really work, at all, because system matters and these are different systems. That's not just a mechanics thing, although that's part of it, but 5e and Blades have different goals of play. They're not even really pointed in the same direction, much less work the same ways! So, I quickly abandoned these attempts. Instead, I play 5e for 5e, for what that system does and how it does it. If I want a different thing, I look for a system that supports it. I love 5e, but I have no need to try to make it do anything and everything, nor is my identity so wrapped up as a 5e supporter that I can't admit it's not the perfect vehicle for anything, if just for want of the right house rules.
So, the arguments you're making really smell like a need to defend 5e from a perceived attack -- to ensure that 5e comes out on top and wins the war and it the thing. Okay, I don't know why that's important, but it's definitely hampering the ability to actually analyze what's going on in play because there's a need for 5e to not show any lack. Personally, my 5e has gotten much better now that I lean into the system for what it is and know where the potholes are so I can steer around them. My Blades has gotten better for the same reasons -- knowing the potholes of a system, and where the road maintenance ends, is super duper helpful. But, if you're investing in 5e as a matter of identity, this will be a hard thing to do.