I guess everyone else here just assumed this, but can I highlight how insane it is that WotC is and apparently always has employed different factions of game design? Like, there should be a cohesive discussion to get your teams on the same page. If the most prominent people aren't working on the game anymore, and if the people working on the game don't agree about the philosophy or logic behind the game, then well...that explains a lot.
It's explains the mid adventure writing. It explains the half-assed additions to the core content we often get. It explains why some things seem overvalued and why pet projects seem to pass playtesting when they shouldn't. It just explains so much.
D&D isn't being designed by a cohesive team working together to create ever-better magic. It's literally being designed by Enworld but professionally, like someone said up thread. The entire thing is a circus, and for the last 10 years so many people have told me that the team at WotC "knows what they're doing" because they released a phenomenon. But in reality, they don't know what they're doing, the person who wrote said phenomenon isn't on the team anymore, and they don't have a cohesive vision for the game. This tracks with them constantly relying on freelancers as opposed to internal designers.
Wild. Just wild to me. What a break of the facade. This pretty much makes me take back a lot of my old opinions and now I'm not really a big fan of WotC's doing. Some of their books I'm sure I'll still like, such as Bigby's, but it seems like the D&D that's coming out is being made (has been made) by a chaotic team that doesn't seem to work well together. No game can reach its potential like that. How disappointing.