Back on the topic for a moment: another thing to consider is where the complexity lies. For example plenty of games have a low barrier of entry but a high skill ceiling--anyone can play an enjoy a fighting game or a shooter, but there's also a lot of depth and complexity for those who want to dig into it.
Or in a TTRPG example, the game Mutants and Masterminds, where making a character is a lot more complex than 5E, but I still find it way more tolerable to play than 3rd Edition because most of its complexity is front-loaded--that is, the complicated system of powers and traits you use to build your character.
I think the key to this is that D&D can have dials for complexity: do you want to run a game where weapon and armor materials matter, where there are more conditions and different bonus types that have specific rules about if and how they stack, or where Flanking and Morale are considerations? Do you you want to play a complicated class or a simpler one? There doesn't have to be a one size fits all solution, but the game has to be clear about its dials and the level of complexity they add or new players may well be overwhelmed.