I don't measure quality from a business perspective.
Fair enough. But, it appears that you measure quality based on how closely it appeals to you personally. Which is probably why you get a fair degree of push back. After all, this:
That's the thing. 5e is so popular that WotC no longer has to actually produce quality product to sell tons. They have no motivation to do their best work, because they're popular enough that it won't affect the bottom line.
is absolute rubbish. I'm sorry, but, it's just not true. Not producing quality products? Seriously? WotC probably has the highest production values of any gaming books, probably the highest quality art, the writing is very well edited and the adventures have few, if any, actual mistakes in them. How is that not a "quality product". Unless quality means, "appeals specifically to me" of course.
You can piddle on WotC for a lot of things. Not being terribly adventurous with mechanics, for one. Fair enough. They tend to say pretty solidly in the middle of the road. I'll admit that I find the naval combat rules in Ghosts of Saltmarsh to be very lacking, for example. There are far better, for me, mechanics out there.
But, here's the thing. My "great naval combat mechanics" was absolutely panned by my group. They hated it and wanted the WotC mechanics to be used because they have zero interest in dealing with the more complex mechanics that I prefer. They want naval combat to be mostly narrative and abstracted. So, which rules should I use? The fantastic ones that I really want to use but my players hate, or the boring, vanilla ones that are in Ghosts of Saltmarsh that my players actually enjoy?
And, which one is higher quality?