Ignore them or wait toage them out.
The harsh truth is they don't play modern D&D so they don't buy product. They only hurt sales via bad press. The majority of 5e players are under 45 and prefer clear rules, variants, and examples.
Umm...it's me! I'm 43, love D&D, love many RPGs, and I do actively GM 5e as much as my schedule allows – currently that takes the form of GMing a Play-by-Post Rime of the Frostmaiden, and last summer I introduced my nephew and his friends to 5e with nine sessions, and now he's off to the races with D&D club at school. Over the last two years I've GMed six 5e one-shots, typically with players younger than me and often introducing some new players to the game.
Last print gaming products I bought were
Wild Beyond the Witchlight (5e, WotC),
Dungeon Delver's Guide (A5e but fair amount is system neutral, ENPublishing), and
The Monster Overhaul (OSR/Basic, Skerples).
I'm a selective buyer, but if WotC puts out quality products (I've been unimpressed recently), the product interests me, and uh, you know we're not actively boycotting their parent corporation for being up to no good shenanigans, I'd buy more.
I embrace and understand that there will always going to be rulings because that's one of the strengths of TTRPGs - having a live GM. I think the effort to elucidate in painstaking detail usually leads to overwritten rules that slow down rule-skills acquisition for players and GMs. However, effort and thoughtfulness for clarity and conciseness in rules writing is appreciated.
I do not expect players to "live with my rules or get out", rather when we hit a grey area (that I don't have house rules for) I actively negotiate with players, ask for their feedback, or make a proposal and see what they think. And adoption of house rules is also a conversation.