My fiancée (a Critical Role fan) and I had a long discussion about CR and how we perceive its influence on the hobby. She is a millennial and relatively new to D&D, while I'm a Gen-Xer who has been around since the TSR days.
My experience with CR fans has been a little mixed. I mean, I like one of them at least enough to get married to her, and other CR fans play in my games. I do find that for most CR fans, there is a little discrepancy between what they expect of the game (based on watching CR and other experiences of the "new D&D") and what I provide as DM.
Not all CR fans in my group are young people (mid-20s or younger). I have several in their 40s or 50s. However, they are almost uniformly "new" players (or people who just came back to the hobby after decades away).
Some of the traits that I have been pointing out as "bad gaming" I have been blaming on Critical Role and watching other D&D streams. As my fiancée just said, maybe I'm just annoyed by "new gamer" mistakes (not working together as a party, stressing story over all other aspects of the game, etc.)
Granted, I did have a player leave my group to join a D&D streaming game, and that's something that wouldn't have happened prior to CR. But maybe these problems are as old as the game itself. And maybe I just notice it more because there are more new players. Which is a good problem to have.