I think the premise of the OP is flawed.
5e will not "let me" be creative, nor should it try. I will be as creative as I am/wanna be and "let" 5e be the framework in which structure that creativity...or not if I don't like it/I can't do things in a way that is creative and enjoyable for my table....<snaippage>
I agree that the premise is flawed as you'd suggest. However, I would add that by playing an RPG, we have agreed with the other players to play a game that has rules (even if minimalist.) Different rule sets
can make creativity easier or harder, or even make different types of creativity and changes harder or easier. Not so much for the sake of the creativity itself, but through the necessity of the newly created/modified elements interacting with the rest of the rules system.
For example, the "4e does(n't) support creativity" argument. I'm sure that, when it comes to general plotlines, mysteries, and setting politics; 4e supports creativity almost exactly as well as previous editions. D&D rules really don't directly address those things at all (except in a few third-tier splatbooks here and there.)
On the other hand, 4e had a very detailed combat system. Much more detailed than previous editions. That system definitely promoted a certain style or feel of combat. It was designed to do so. Because of the weight of those rules, bending that feel away from its designated style was very hard. So, if you didn't like that feel, it was stifling. (Even within that, though, the combat rules made it easier to include more diverse terrain, obstacles, and tactics in your game
reliably.) You can make similar notes about AEDU characters.
So were 4e combat and characters more or less creative than those from other editions?....Yes. The answer is not inherent in the rules, but in the interaction of the players and the rules. If you and your group appreciated the feel and direction of 4e's rules, then it probably enhanced your creativity by illuminating options and ideas that had never occurred to you before or that you had dismissed as not worth the effort necessary. If you and your group wanted to go in different directions in those areas, then 4e can feel like a straitjacket.
You can make similar arguments about 3.x and character development. Having all those options for characters: feats, class abilities, multiclassing, prestige classes, etc. lead to a lot of detail and choice. It came at a cost of speed, and clarity. That too can hamper creativity when the busy DM decides that he won't get enough out of the Sor3/Ftr4/Prc6 NPC to make the encounter worth statting up. I only know, because I was there.
So, now it seems obvious that rules-lite is the way to go. To some extent that's true. I would argue that both 3 and 4 e's were bigger than they needed to be, just in different ways. However, I've experimented with many different indie systems. IME, there is a limit of how "lite" a game like D&D can go (does anyone else remember TWERPS?). Not only does the DM (or sometimes player) sometimes find themselves doing extra work to finesse the system in a way they prefer, but some groups see a lack of differentiation in characters (much like some complain that "everybody's a wizard" in 4e.) Sometimes things that work fine for a convention or emergency one-shot don't hold up well for the long haul.
My hope for 5e is that the base game is as simple as still works for D&D campaign-style play. For those that find their creativity and fun enhanced by having additional rules for detailed combat, complicated characters, etc.; I hope that there are modules to help take them in each of those directions.