That quote was in direct response to me explaining what I liked about the game, the lower power levels, the deadliness, the old-school style, and some modern mechanics. The responses was basically, "This isn't 5E, therefore this sucks." Sigh.
Oh well. There will be other players. It's just frustrating.
I will talk about what I like about the game, and maybe this will help you articulate some of these ideas to your potential players.
I will admit that the "deadliness" isn't really a factor in my attitude towards the game. If the game was less deadly, would I still like it? Probably. However, what I genuinely like is the flatter power curve, the lack of character levels, the lack of "builds," its roll-under-skill system, and the quick dynamic combat.
Also, one of the big appeals is that it feels vaguely OSR while also feeling like a modern game. I do like and still play OSR games, but I also don't necessarily want to play a bunch of similar games that are all trying to be B/X or B/X compatible. Dragonbane is certainly trying to be "old school" but for
Drakar och Demoner and not D&D. This helps Dragonbane stick out for me.
The flatter power curve of DB keeps NPCs and monsters relevant for far longer in a campaign than in 5e D&D, despite being designed for bounded accuracy. However, I personally found that the steep power curve of 5e D&D in terms of PC abilities, magic, levels, builds, and HP bloat tends to negate, if not outweigh, the plusses of its bounded accuracy. This may even be why so many 5e campaigns fizzle out before 10th level. The players have what they want* as their PC builds are starting to come online and the GM is sometimes struggling to keep things interesting. This is to say that I prefer DB's approach to "bounded accuracy." Threats stay relevant longer. Published adventures can be used and reused at different points in the game without worrying
as much about the level range.
*
"In this world there are only two tragedies: One is not getting what one wants, and the other is getting it."
Moreover, the flatter power curve of DB also makes it easier to introduce new players and characters into the game. The power disparity between a DB character after 5-10 sessions will generally not be as big as it would be in 5e D&D.
How DB creates this flatter power curve is also why I like this game. There are no classes. There are no levels. There are not really any builds to speak of. PCs still have "powers" they can use in the form of Heroic Abilities. This makes this game so much quicker and easier to learn and play as both a GM and a player.
Edit: I also love that Dragonbane seems to be one of the few major skill-based games out there that doesn't slavishly worship at the altar of Simulationism.