I came back to D&D with 5E. Not by choice, but by necessity. The people I met who wanted to play were new to D&D and had a little 5E experience. So, despite my misgivings I hopped on board along with a couple other experienced players I knew -- joining the newbies.
Since then I have enjoyed playing D&D again, albeit a heavily house-ruled game (mostly through
@DND_Reborn) most of the time. Frankly, most of the stuff about 5E in particular I am not a fan of, but to keep playing I sort of suck it up most of the time and implement only the house-rules which to me make 5E better (not less-5E, but a better 5E and a better D&D).
The trend towards more power, more features, more, more, more for PCs hamstrings the game experience more than it helps it. I've done a lot of in-depth analysis of the classes, features granted, etc. along with a couple other old timers and found, more often than not, much of the more-more-more becomes simply overkill IMO.
Power creep is the bane of good game design IME and 5E is riff with it. For example, we have a rune knight fighter in one of my games who is just more powerful than the fighters in general. The concept (not appealing to me personally) is sound enough, but just too strong in general. At least, that is
my experience and observation. YMMV.
I am not using anything so far from the 2024 material. 9 out of 10 times it just seems like further power creep and the 1 out of 10 times it isn't it is a nerf which I have already implemented in my house-ruled games in some fashion or just don't agree with.
I would love to find a group that wanted to play AD&D (1E or 2E), but since that isn't what is on the shelves (so to say), that isn't what newer players are seeing.
The general shift from adventure/campaign-focus to character-focus just seems like making the game more about "me (the player)" and less about "us (the players and DM)".
Again, just my experience and insight. Cheers.