Well...5e D&D has multiple dimensions of PC build - race, class, sub-class, feats, spells - that generate various interacting abilities and modifiers. Those abilities and modifiers live within multiple dimensions of action resolution - an action economy, various categories of check (attack, save, ability), various categories of effect (damage, conditions, movement and distance, etc), various durations and recovery cycles, etc.
Compared to a system like Prince Valiant, or Classic Traveller, or even RuneQuest, this is incredibly intricate. The idea that all those dimensions and their interactions can be handled via "natural language" is not credible.
I might argue that a lot of these DO exist in these other games but they are implicit, and this means that often things stay submerged and players are not even aware that the GM is rulling on it.
Frex, in Traveler you can be 'dying', but it is not really called out as a condition per se. There are some rules about when your PC's END is at zero, but 4e has a much better handle on it because all the general "you have a condition" rules apply.
It definitely means a game like 4e (and 5e) has more terminology, but play CAN be simpler.