I seriously don't get the claims of the 2014 DMG being "badly organized." I can understand wanting a different organization, like the bottom-up one the 2024 DMG apparently has, but that doesn't make the 2014 DMG "badly" organized.
It has a top-down organization.
Chapter 1 is world building.
Chapter 2 is adventure design.
Chapter 3 is running the game advice, first with commentary on the standard rules, and then with rules variants.
It's got a detailed table of contents and an index. It's not that hard to use.
Like the 2014 PHB, it's not geared for the beginning player. That's what the Starter Set was for. It seemed to assume that by the time you got the DMG, you were ready and willing to create your own homebrew world. And that seems perfectly valid to me, considering the time and audience it was made for. 2014 was built around the free Basic Rules. That gave you plenty of character options, DM info, and monsters to play with. The Core Three were simply reference books with even more options and info.
The new books seem to specifically designed for the onboarding of new players and DMs. And I think that's a great idea, but that doesn't make me think the 5e DMG was bad. It has served me well over the last decade.