Look at the adventures published for 5E. THOSE are the stories they are trying to tell. D&D is not reaching for other fantasy anymore (if it ever did) -- it is its own genre and has been for decades.
Again, the key is to build in dials so that folks don't have to argue about how deadly or superheroic D&D is -- they just set the dials where they want them, and they are all still playing D&D and engaging in that shared experience and community.
Another thought: how should a theoretical 6E treat loot and treasure rewards? What place do piles of silver and/or magic items have in D&D going forward. Should the game be aiming for Diablo style loot drops? Or should it be minimized or excised entirely?
Something else that this may do: perhaps these adventures will be more cohesive and built with more internal consistency -- at least 3 chapters at a time.