As others have mentioned, there seem to be a lot of errors made in the description of 5e, so perhaps the OP has a rather skewed view of at least one endpoint of the comparison, but I thought I'd point out this one as well:
5) Passive Perception
Finding traps and spotting enemies required paying attention to the fiction, the DM's description. Interacting and asking questions. Now, you don't even have to roll a die. You can play on your phone, scroll through social media.
I noticed this because, in oD&D, mechanical rules for finding things (hidden doors for elves and sloped passageways for dwarves) were the first two existing mechanical perception abilities in the game book (pre-dating the thief class by a year), and were completely passive. So, oD&D: mixes active and passive checks, mixes game rules and interaction with fiction/DM description; D&D 5e: mixes active and passive checks, mixes game rules and interaction with fiction/DM description.
Perhaps moreso I am noticing this:
5) Passive Perception
Finding traps and spotting enemies required paying attention to the fiction, the DM's description. Interacting and asking questions. Now, you don't even have to roll a die. You can play on your phone, scroll through social media.
This non sequitur is hard to ignore and definitely makes me wonder if the real issue isn't that the game has changed, but perhaps the audience, the gam
ing, or the overall play experience is what has changed. Thing is, that's a universal situation, unconstrained by whether the produced game is meaningfully different or not. Summer blockbusters, new crushes, the holidays, rock&roll -- none of it's going to feel the same as when you were ____teen or whatever.
In my opinion:
D&D "Died" in 1986 when Gygax lost control.
For all his business failings, he at least had a personal stake in what the game meant to people, and a fairly consistent vision of what it should be.
His lack of control was mitigated a bit in the Williams era of TSR because a lot of employees who worked directly under Gygax still had input into the game.
If we're going to go with creator vision, one could argue that D&D died when it hit store shelves* and the typical purchaser ended up being not a seasoned wargamer like Gygax, Arneson, and their friends but instead some college kid with a dissimilar background. The gameplay experience he ended up promoting for the next 12 years was wildly different from what he originally thought he was bringing into the world.
*Or earlier, if we include things like he supposedly included a lot more Tolkien into the game than her personally would have liked, simply because he knew people would want it.
I've heard that the Golden Age of D&D ended about 3/4 of the way through the first session of modified Chainmail that EGG ever ran. It's been downhill ever since.
That too.
Anyways, with regards to the OP question -- D&D has been evolving and changing since before it saw print, and has continued to do. Some things have done so gradually, some in jagged fits and starts. Some things have changed with editions, some have changed during editions (the tail end of each edition often resembles the next edition more than the beginning of its own edition; and I still think the largest shift the game ever had was
within oD&D -- just the LBBs compared to LBBS + supplements + magazines). If you want to frame that in an incendiary term like the game at some point 'died,' I certainly can't stop you, but I certainly don't consider it a particularly fruitful framing. Especially considering that two groups of gamers often have had wildly different play experiences even while using the exact same ruleset during the exact same timeframe (so discussions about 'this is not my D&D'/'these D&Ds are not same in kind' do not need such a distinction to be the case).