It's probably not going to be a one-to-one carryover of lessons, but if Hight applies the same strategy of letting WotC games get more experimental, more creative and not worry about having a singular monolithic success that all customers have to buy into, that sounds like a very good thing to me.
It might be nice, but I think there's a tradeoff.
WoW is a subscription. WotC products are not. With a subscription, you benefit from experimentation, even if it's not super successful - if you get folks to check out the game, talk about the game, and see what all the hubub is about, then you get a month (or a few months) of subscription out of them. Streaming services do the same thing when they make a new season of prestige TV - they get Game of Thrones or Star Wars or Stranger Things in the zeitgeist for a few months, and that's some subscription revenue.
If WotC produced an experimental book of D&D mechanics (like a 5e version of
Magic of Incarnum or something), you might get some conversation, but I don't think you'll get corresponding sales. There's a lot of people who just don't need the newest D&D supplement (which is how we keep getting core rulebook remakes - everyone wants those), and the more experimental the supplement, the fewer people are going to be interested in it. It's just not the kind of D&D they're playing.
Things might go a bit differently in the M:tG realm, I guess - the competitive nature of the game means that shakeups have more personal stakes. It's less easy to just ignore the newest expansion if you're big into the competitive scene.
Of course, if they're talking about making D&D (or M:tG) more subscription-based....that could be a wildly different kettle of fish (in a way that is unknown and not at all guaranteed to work).
You've gotta prove value with a standalone supplement in a way that you don't with a subscription model. If I needed to pay $10/month to access D&D, then whatever they make is something to chat about and play with. I'm already there, I'm playing in
your playground, show me what you got. If I pay $90 for D&D once, then each thing they make needs to independently convince me that it's worth adding to my personal game. Is what you got worth another $30? Not always!