Sounds like the guy never met a competant D&D GM in his life.
I've been in D&D games where we had loads of fun, and barely looked at our char sheets or rolled a die. And if you killed a bunch of hobgoblins in their camp, it was because they were attacking travelers and you'd been hired to do so, and the only treasure you'd get were what hobgoblins considered important, like a really sturdy club. Or maybe that staff thrown over there with the firewood because they couldn't figure out what to do with it and it was too skinny to be an effective club.
I've also been in GURPS games where the players whined about not getting enough points for killing the wyvern and that buying magic items in a shop just isn't much fun especially when the chars never seem to get enough money, and that the only really effective use of points is to save them up to increase a basic attribute so that all of your skills in that area can go up at once. Like, uh, levelling.
D&D is stat heavy. It came out of traditional wargaming, where you'd damn well better care about the stats on the units in your stack before you sent them into battle, and the whole point was the battle. Role-playing was the add-on, and yeah, that can show. But there's nothing that says you can't fiddle with the balance on your own.