ok, let’s assume that for the sake of the argument, then why would the DM have to be the one giving in at all times, including the ones where the player is that jerk?
Given I never said that, have never said that,
would never say that, I'm not sure what you're talking about. I can't respond to a request for clarification on a point I didn't make.
While this might be a significant number, I doubt D&D has had this massive explosion in popularity by being a horrible rule set.
It's extremely unlikely to grow if people struggle constantly.
This feels like a variant of the cliche "No one goes there anymore, it's too crowded."
Say what you like. I have seen the frustration with my own eyes (or, rather, heard it with my own ears). Every 5e DM I personally know has gotten frustrated--severly so--with the places where the rules simply fail them, and how often they have to pick up the pieces and brute force the rules into working.
You also seem to be discounting the network and bandwagon effects. Both of those are pretty damn important,
especially in the TTRPG space, where the only game in town is almost always D&D. Even when Pathfinder challenged D&D...PF1e
was D&D 3.5e, just with the serial numbers filed off and extra bonus content. That was literally the whole point, and also (explicitly, from Jason Bulmahn himself) the reason why they felt they needed to make PF2e.
I’d say the number of pages has a direct correlation to how many scenarios are covered in what detail and make rulings unnecessary, the fewer pages, the more decisions/ rulings that need to be made or the less universal the game.
Not at all! This is only true if you presume that every rule must be an individual, discrete, specific rule--one rule for every topic and one topic for every rule. It is entirely possible to construct rules that cover swathes. Skill Challenges are one example from D&D. Most DW move are written this way as well, e.g. the classic Defy Danger is the single most-used move because it's literally "when you try to avoid something bad happening," which covers an enormous design space. The player must declare what they're doing (subject to the restrictions of the fiction and reasonableness) to evade or forestall the Bad Thing, whatever it might be.
As soon as you allow rules to actually
exploit abstraction for benefit--which is something absolutely every rule always has,
every single rule is always, to at least some extent, abstracted from reality--you can actually cover a huge amount of space. 3e and its descendants are what happens when you try to have a rule for everything and everything having its rule--it will, guaranteed, fail. 5e said, "Okay. Then let's just not care about the rules." You can see how I feel about that.
DW lacks a ton of clear rules, for example take any of its monsters and compare them to their D&D counterparts.
The rules are extremely clear. They just do clarity in a different--and more narrative--way than D&D does. As an example, I am regularly told by the rules themselves what I must do, or what I am allowed to do, as GM. This isn't hiding behind anything. It's a straight-up, clear instruction. Such a thing is absolutely verboten in 5e, because its rules really don't actually matter. The DM does whatever the DM feels like, whenever the DM feels like it, for as long as they feel like it.
That leaves only the social contract for addressing any problems.
Leaving that aside, so the 5e’s rules are what then, do not matter? are not well tested?
That's literally what DM empowerment means, yes, according to the people who kept advocating for it for literal years. Remember how for the first like three years of 5e,
every single thread that involved a rules question had one of the first five or so replies contain a disclaimer in the vein of: "Unless your DM says otherwise, because whatever they say goes." Which literally means, yes, the rules
don't matter, because your DM can and will override them any time they like, for any reason or no reason at all. That's what this oh-so-wonderful DM Empowerment revolution was aiming for the entire time. "Rulings not rules" means "make up whatever you want, whenever you want." Always has. It is absolutely antagonistic to consistency and DM responsibility. That's why I hate it so much.