I think there's a little chicken/egg thing going on with that. D&D is the only TTRPG to gain meaningful mainstream name recognition, it's the one most gamers start with. So, if you find you really don't like D&D, there's an excellent chance you never enter the hobby, you're not a member of that playing population.
D&D is designed for the broader playing population, in the sense that being able to at least tolerate past editions of D&D (especially the 80s editions and 3.x) enough to see the potential of RPGs, is virtually a prerequisite for joining said population. There's an even broader population of potential players out there, but when D&D tried to design for that, it pissed off the established core of existing players with their legacy issues.
D&D, as a commercial product, is just in a peculiar sort of position, where design (or artistic?) freedom is constrained both by what the potential mainstream audience might like - and what the hardcore existing audience will accept. The overlap, there, does not appear to be expansive.