Thoughtful response. On this, I would say the following-
First, I honestly believe that had the powers that be at Hasbro seriously considered the feedback they were getting internally, they likely would have changed the rollout. It is quite possible that a different rollout and marketing could have saved 4e. But the other way to view it is that if they had seriously considered the internal feedback, then they might have changed tack completely- which would have meant something very different. And while I am not a fan of 4e, I do appreciate the design, and think that the world is a better place for it existing ... and think that it would have been a shame if they had not even tried. I'm grateful that a well-designed system was released that gave a lot of people a lot of joy. That's the problem with counterfactuals- you're never sure how they will go.
Second, the issue with these conversations is always the same. Are there people who "don't like" 4e without having played it? Sure. But there are also a lot of people who, like
@darjr ... are quite familiar with it and ran it, and their opinions are also discounted. More importantly, however, the problem with the conversations is the same you get when you try to engage fans in any subject. A person who doesn't like something will almost always,
by definition, have less knowledge about something than someone who does like something! There were, in fact, a lot of people who played 4e a little, or haltingly, 14-15 years ago, and bounced off of it. It is perfectly reasonable that they will have less rules-knowledge (or specific recollection) than someone who was a devoted fan who played it consistently for years. So you end up in the same conversations- people trying to describe why they didn't like it - honestly. And then being countered by people who would prefer to engage in rules conversations about 4e because they know the rules, and therefore that's some way to "win" the conversation.
...but it's not. If someone doesn't like, say, American football despite having watched it, I'm not going to make them like it because I point out to them that they don't understand that a safety is actually only worth two points.
This dynamic pops up a lot- for example, if there's a conversation about Star Wars. Or about music. Or about any thing where a person wants to shift the conversation from
why someone doesn't like something to the topic of
how little the person knows. In effect, it's an argument that in order to truly not like something, you have to have done it just as long, and know it just as well, as people who love it.
...which is rarely the case.