Why not go back to one of those earlier versions that weren't so divisive?
Those earlier versions
were "divisive". There was as much complaint about the reaper then as there is about the great weapon fighter now.
For instance, consider "glancing blow" (from the August 2012 packet):
* If you miss a creature but roll at least 10, you can turn the miss into a glancing blow by spending an expertise die;
* The glancing blow has no effects other than the specified amount of damage, and is not considered to have hit.
This has the same basic structure, of an attack roll that is defined as a miss nevertheless does damage. It has the same "pixie dodge" issue. Given that expertise dice are recovered each round, it is at-will, the same as the current ability. The only respect in which it is different is that it requires a minimum roll of 10, which means that it basically never comes into play (because with an attack result of 10+prof+stat, a D&Dnext fighter is not missing very much). The more you drop that minimum, in order to make the ability actually mechanically relevant, the more the "pixie dodge" issue and related complaints arise.
The fundamental question is - should the player of a fighter, simply via action declaration, be able to bring it about in the fiction that foes are worn down. And for reasons that are somewhat opaque to me, this is considered permissible for the players of MUs and grenade throwers, even though - in the fiction - there are any number of reasons why a spell might fizzle or an explosion may not injure everyone in its radius, but is not considered permissible for the players of fighters.
I ask that question a lot, but about other mechanics and elements of D&D.
I assume that is an allusion to 4e.
For my own part, I did not spend the years from 2000 to 2008 posting about how 3E/3.5 is a crap system that destroys the legacy of D&D. (Though in my view some of its changes, most notably to saving throws, are departures from that tradition which relate to some of the widely-noted features of 3E play, namely, the comparative vulnerability of mid-to-high level fighters to magical attacks.) I simply didn't play it.
Then when 4e came along, and it was obvious both in the period leading up to it, and once it was published, that it developed all the features of D&D that struck me as strengths while purging many of those that struck me as weaknesses, I bought it and played it. The game has some flaws - the rules for pacing extended rests need patching (13th Age is one good way to do that), the combat/non-combat resolution interface has issues, and - a deeper flaw, in terms of degree of mechanical embedding - the game would probably be better if stats did not contribute to attack bonuses (though that might heighten the interface issues, depending how it was handled). But I certainly don't regard it's core resolution mechanics as "very poor". I can't really imagine playing a game whose core resolution mechanic I regarded as "very poor".
If D&Dnext - as seems likely - is a system that doesn't appeal to me, I may not buy it and probably won't play it. I certainly won't play it while thinking that it is "very poor".