I do like the relative simplicity of how 5e and PF2 handle minions or mooks, in that you use creatures of a much lower CR/level, no need to find or create minions. In practice though this seems to only work from lowish to mid levels. Goblins and wolves and cultists are simple enemies in 5e and PF2, so if you add them in bulk to an encounter, they’re fairly easy and quick to run. However, when you want minions in a higher level game, these weak monsters no longer provide any threat at all, especially in PF2 where AC and saves go up with level. Thus you have to dig into the mid tier monsters and NPCs, and there lies the problem: most of these creatures are designed to be run as solo or pair enemies, with the complexity to match. Multiattack, auras, lots of spells, more complex special abilities; they get too much to function as easy-to-run mooks. The promise of simplicity falls apart, as I found out in my first high level 5e game (I was absolutely disappointed).
In addition, weaker enemies often don’t really provide a threat even in numbers because spells in 5e, and both spells and strikes in PF2 thanks to its crit rules, demolish masses of weaker creatures almost automatically. 4e minions work better in practice because they have attacks and defenses relative to the PCs’ capabilities; you can’t automatically wipe out seven minions with fireball, and the minions’ attacks can very much deal a bit of damage. Both approaches have pros and cons, but the 4e version does provide the best gameplay results.