Which is precisely why, when I sit down to examine design questions, I ask what state or position is difficult to achieve if it has to be built from scratch by a lone GM putting in design work. I then further ask, how much can we support that thing, while also supporting (inasmuch as one can) its opposite or at least things which are orthogonal to it. E.g. a game where the math is actually quite balanced and thus rewards qualitative reasoning far more than quantitative reasoning? That's hard as balls. A brutally difficult game is easy to produce if you already know what's supposed to be difficult most of the time and what's supposed to be easy most of the time. That's a case where my preferences are the more difficult thing to achieve. Conversely, having a reasonably extensive and reliable set of skill DCs for typical tasks adventurers are likely to undertake is hard for the lone GM, while the alternatives are relatively easy to come up with, so even though I don't much care for such "encyclopedic" design, as I call it, starting from that is the better game design choice.
With elbow grease and creativity, it's quite possible to make a D&D that actually achieves many of the goals all its different players want, not just catering to one group or another. It's certainly not a trivial task, but it's much more achievable than some folks like to think. A huge part of making it work, though, IS giving up the "WotC must cater to how I play" and instead be actively thinking about how to cater to playstyles one specifically does not care for.