Well, I don't believe I've seen anyone ever design a game they didn't want to play. I mean maybe you can think of one, but I can't. So designing a game (general) you yourself would want to play is par for the course. And in truth I think actually makes for a better game because (general) you have a specific target you are designing towards-- your own taste of what is good. No one should be surprised or bummed to know that any game designer is aiming for a level of quality they think is great and exactly their speed.Yes I am saying that because "the designers at wotc" designing the game to match the game "they want to play" is designing it for a single and highly specific niche rather than a range of play or an array of play styles.in this case it also makes things worse by very much seeming like the gm is assumed to be a paid staff member with no needs wants or concerns of merit.
Now is it a highly specific niche to design a game that designers want to play? I mean, sure... you could look at it like that... but it's not as though designing a game a person doesn't like thus produces a wide open game-- that game made by the designer who didn't want to play it is just as highly specific and niche... only difference is that the designers were probably ambivalent towards the game and didn't care about the results as much. Which to me means a higher chance of it not being good because the design was not made with care.
I don't think what you are looking for is possible, quite frankly. Or at least to me it seems like you aren't seeing all the options in any of these versions of D&D producing the range of play and array of styles you think the games should have. Which... okay. If that's how you feel-- D&D 5E24 having an exceedingly niche audience that doesn't meet your target-- then so be it. But so what? What is there to do about that?