Well, I say the problem is this whole notion that just because this or that set of variants happens to be perfect for Joe Blow the rest of us need a whole new, utterly incompatible set of Official Rules to follow. Then, 5e can impose on Joe to start his campaign from scratch with Ray's favored fumble factors, hit locations, ablative armor and second-by-second action economy; or Steve's skill training system; or Ken's book-keeping for experience points; or Greg's personality traits and passions; or Dave's magical "mana" point system; or Ed's thesis on magical medieval economics; or ...
Really, would it be so bad to leave that stuff in modular form so folks can take it or leave it? Would it pain anyone to have a basic core that really is basic, designed not for hour-long wargames but for fast combat action as just a part of the adventure that -- who knows? -- just might still have some appeal?
What I see is that the prevailing "prepare to be assimilated" paradigm just turns away people. It seems to be about all that "D&D" really means anymore, as everything else changes by top-down decree every few years.
Once upon a time, D&D was by default a game that required no more work in character generation than rolling scores and picking a type and alignment; that had a simple, fast combat mechanism; and that encouraged expansion and elaboration to the degree desired.
Why do we need this "my way or the highway" deal? Is there ultimately to be no D&D but RPGA D&D? Is there to be no D&D but computerized-by-subscription-fee D&D?
(Actually, the latter makes more commercial sense than trying to compete with computers by imitating them in books.)