It's a game targeted at middle school children. They deserve to have a good experience with it without needing to drag adults or the horrors of the internet into it.
Id wager most do, even despite being at the age where such things would cross the mind of a child.
Shouldn't be an issue, right?
Which is where the perspective of game design comes in that can readily predict how that would turn out, and it ain't good. More bad design does not equal good design, and more genre violation does not equal genre observance.
Particularly when damage so often seems to be self-inflicted
And when its assumed to be happening to large swaths of the community nobody has any real way to account for. I, for instance, have never actually run into, online or IRL, groups of preteens or younger running into huge problems trying to play 5e. I certainly cant say for certain that I always knew who I was talking to in online spaces, but even then.
When I talk to anybody in general in real life about DND outside of my playgroup, these issues
never come up. And they only come up with my group because we're all GMs that have spent too much freetime trying to be better and better, so we all eventually came to see these issues exist.
But the average person by my estimate, doesn't. The average person finds 5e to just be fun. These problems just aren't that severe.
Doesn't mean there isn't an issue or that people that encounter them don't exist, but at some point it has to be realized what the online community thinks isn't finding parallels in the greater audience of 5e.
Heck, Ive run into more people that don't even know supplements like Xanathars or Tashas for the game exist than I have people who recognize some disparity between mages and martials.
Edit: And Ive yet to find anyone in real life outside my group that knows what OneDND or an OGL even are, for that matter.