Yes and no. When it comes to tradition, there's a tradition in D&D that different classes frequently have different mechanics. Wizards have have to put a spells into a book. A cleric can change up their spell book first thing in the morning. Both have to decide when they wake up what they're going to have ready for the day, although it's a little more flexible now. Simple fighters and rogues? Expert weapon users and martial characters with some optional spin to do magic here and there.The often-made claim that D&D, or other games, "change things just for the sake of change" is something I think truly rarely happens, if at all. There's always a reason for the change, the author of the change feels that it will improve the game in some way. I highly doubt game designers are ever sitting around the conference table saying, "Guys, we need to change something! How about changing Wisdom to Perception? No reason, we just need to change something!"
Personally, I think when someone complains about "change for the sake of change" . . . that's really code for "I don't like this change." It is an appeal to tradition over innovation.
That's why 4E didn't "feel" like D&D to a lot of people. That basic paradigm was broken (until essentials but then it was too little too late), the tradition of each class having a unique structure with occasional minor cross-over was gone.
So yes, it's just a subjective judgement. It's a game, what else is there? On the other hand I would say no because change isn't inherently good or bad. Sometimes change breaks so much with tradition that it no longer feels like the same game. So on topic, the tradition of each class having a different planning and play structure with options to mix it up a bit is part of D&D's appeal to me.