I don't wonder. I just think they should make more official statements, in a foreword or sidebar of the product preferably.
I think most "official statements" are still a trap, if you aren't creating a game with
very focused intent.
Official statements or notes on designer's intent can make sense in, say, a PbtA game, or a FitD game, where the scope of character designs and playstyles is intentionally strictly limited, as the statements can be very helpful to make those strict limits obvious to players.
If, like D&D, you don't intend to place those limits, those statements will always clash with people's experience, and thus make the designers look foolish.
Games with much more broad intent, like D&D, are better suited by something that even the 3rd party publishers tend to avoid -
style guides. More comprehensive discussion on how to get the system to do X, or Y, or Z. To be useful, the scope of these discussion must be much larger than what can be delivered in a foreword or sidebar.
I think, honestly, several of WotC's "setting + adventure" products - like Saltmarsh, Spelljammer, Dragonlance, and others, are sort of attempts to do this. But both WotC and the market have cared more about
setting canon than "how to do a cool Spelljamming campaign" or "how to do horror" or "how to do adventure in war" or the like.
Missed opportunity, there.