I'm not sure who people are. But I don't think I'm one of them:That's the problem whenever these "design" discussions come up. People refuse to define what they think the design goals are. So, because they refuse to define those design goals, they make claims about this or that being poorly designed and it winds up everyone talking past each other.
I think 5e is a pretty tightly-designed game.
On the PC build side its maths draws heavily on 4e D&D, with many correlative departures from tradition (eg fighters get their 2nd attack at the same time magic-users get 3rd level spells, ie 5th level - although tradition for a second attack is 7th level in AD&D (fighters go from 1/1 to 3/2) and 6th level in 3E; and fireball etc do a fixed number of dice of damage rather than a level-scaling amount) yet the player-facing aspects of PC build are close enough to tradition that it causes little outrage.
On the action resolution side, it has a stat/skill system that is deployable in something like the 2nd ed AD&D way (ie more-or-less as a descriptor system that the GM establishes some fiction around, calling for rolls if they like), in something like the 3E way (ie using "objective" DCs for task-oriented resolution) and that is not wildly different from 4e in the actual skill list itself. And its combat system is a cleaned-up version of 3E and 4e.
And on the GM side, it supports the mainstream approach of low-stakes, frequently free-form exploration leading from combat encounter to combat encounter - there is nothing too toothy to get in the way of that, like a skill challenge framework or other out-of-combat conflict resolution - and (as we're discussing in this thread) the combat encounter guidelines mean that accidentally TPKing a group is pretty unlikely, even though resource management is largely on the traditional per-day model.
Now none of the above is very appealing to me, but that's not because of bad design. It's because of deliberate design away from my preferred approaches to D&D and to RPGing more generally.
WotC have clearly worked hard to consolidate the position of D&D as the RPG with the highest level of broad appeal. Of course there are network effects - that is part of the appeal - but WotC seem to be doing well at maintaining and building those networks. And they are publishing stuff that many people seem to want to buy.
I'm happy to elaborate on any of these observations about 5e's design, if you like.I think they "down-tuned" in their guidelines, which is likely to work for non-wargame-y players - those players won't be especially good at the maths or tactics that characterise the technical aspects of combat, and so won't necessarily realise that the tuning favours them; but nevertheless they are likely to succeed in combat because of the tuning, even if they come in suffering quite a bit of attrition.
That's one way to present encounter-level guidelines for an "adventure day"-based resource suite.
I think the game design assumes that more technical RPGers will be able to tighten the tuning themselves, based on their skill and experience.
But I remain of the view that popularity is not a metric for quality or aesthetic value: which was the point of my comparison of The Hunger Games to The Wind-Up Bird Chronicle; and of The Hardy Boys to At Swim-Two-Birds.