Mistwell, I'm not going to respond to some of that unless you take back your complaints about me being "insulting" and "aggressive" and so on, earlier, because that is one insulting, aggressive, demanding post, and I say that with love!
EDIT - Though I see you edited much of this out! Thus I will reconsider if you answer my question re: 4E.
I will respond to one part, which I found genuinely interesting/enlightening:
In my experience, 5e is a game much 'looser' than 3e or 4e (for lack of a better term). Combat isn't as regimented. Actions are much more fluid, more open ended, with a much wider range of things to do because of a lack of specific rules covering such things. I know the natural tendency is to think rules assist such things, but I'd argue they constrain people to naturally only try to do things specified as being a rule, or appearing on a lengthy character sheet.
There tends to be a lot more swinging on chandeliers, knocking over book cases, tossing slippery objects or liquids on the ground, pulling ropes taunt to trip, running up to high ground, hiding behind statues, and that sort of more-unusual stuff. Stuff people did as a routine in 1e and 2e, but tended to get away from in 3e and 4e unless there was a rule about it, usually on their character sheet. It was tendency only of course, as some people did them still, nonetheless it was a trend to focus more on your character sheet and what was written there, in 3e and 4e - because there was so much there on that sheet to absorb, and so many specific rules to consider. That trend seems to have ended with 5e, at least during the playtest.
In my experience no class gained as much from moving away from a character-sheet-focus than the rogue. They have great speed, they have abilities to move, take an action, and move again in a way nobody else can (and it was done in a way that they don't need to look at the sheet or the rule, because it's a unified simple type ability). They can do such things next to a creature or away from them. They can hide in ways others cannot. And they have significantly greater skills to make the kinds of checks usually involved with unusual 'tricks' like I described above.
See, I have long experience with 2E, 3E and 4E. My 2E, 3E experience is exactly as you describe. 2E was full of tricks/swashbuckling, 3E gradually beat that out of my players, because every single fancy trick you could try was covered by the rules and required about 14 checks, each of which had a chance to fail. Or you got a -4 or -8 penalty unless you had a specific Feat which was otherwise worthless and competing against amazing Feats. 100% agree with "rules often constrain", too.
But then I started running 4E, and we had Page 42 (do you know what that is?) and the general "Feel free to make it up!" attitude (rather than 3E's "We've got a rule for THAT!" attitude), and before the end of the first adventure I had players trying "Fastball Specials" and the like! Ever since we've had tons and tons 2E-style antics, only all the PCs are involved in it in 4E, whereas only the non-casters were in 2E!
So my experience is starkly contradictory, like, opposite-land, to yours, when it comes to 4E. And I've played it regularly since release, which I'm guessing you've not (am I wrong?).
So when you say this has "changed", with 5E, that seems really weird. 5E seems to similar to 4E, except for the fact that it doesn't actively encourage making rules up (as per the playtest anyway, DMG may well!). How do you account for this, given you're talking about how important actual experience is?