I don't buy how 3.5 supposedly fixed 3.0 which is sometimes held up as unplayably broken. I didn't have serious problems in my 3.0 games, and 3.5 was responsible for a hell of a lot more bloat than 3.0.
Same.
I eventually moved to it because so many others were, and because it did have improvements and I know some of the specific changes were made to patch things rules lawyers were exploiting. . .but 3.0 wasn't so inherently broken it needed a major revision just 3 years after it was released.
Honestly, I blame the internet and message boards.
When we got 3e, it worked wonderfully, it was far, FAR more balanced and playable than 2e. By the time 3e came out, every 2e group I knew had to heavily houserule 2e to make it playable.
Then came message boards, with "build optimization", and "tiers" and similar rubbish. The gaming groups I played with generally ignored the stuff, I remember playing with one guy who played characters with elaborate "builds" of powergamed multiclass combos with elaborate feat chains exploiting ambiguous wording, who tried to lecture us on the "right" way to play characters:
"Clearly, sir, you aren't playing a melee build right, what you need is two levels of fighter, one level of Ranger, a level of Barbarian. . ."
"But I just want to play a Paladin!"
"Dude, whatever, this build is far more efficient than a Paladin!"
If you play 3e and you AREN'T actively trying to break it, and are playing it like 1e or 2e, then it worked really well. If you listened to people on the internet actively trying to exploit the system, then it didn't work, because then it became an arms race between people looking for system exploits and WotC trying to patch the exploits.
I remember reading repeatedly that when 3e came out, it had been playtested more than any previous edition of D&D. I remember people not believing that later, but it made complete sense when you realize it was being playtested by longtime AD&D 1e and 2e veterans, who were playing it like a normal, classic D&D game, not some contest of creating "builds". Maybe that was a shortcoming of WotC R&D twenty years ago, but it did produce a game that worked wonderfully as long as you weren't actively trying to break it.