Wanting a minimal release schedule probably means that the individual does want some product, slowly, for a very long time, for the same game. This person has a vested interest in the life cycle of the game - if it burns out in just a few years, they don't get what they want.
This, to me, falls into the either/or fallacy. Either WotC follows a minimal release schedule and the game lasts a long time, or they bust out a glut of product and the game burns out quickly. Two things: 1) there is a wide range of possibility between. 2) Just because a lot of product has lead to quick burnout in the past doesn't mean it has to in the future.
Adding the two together and it is at least theoretically possible that WotC could produce more product than they are now, but less than in the more gluttonous past and in a way that is sustainable.
Thing is, WOTC may have found the middle ground.
Between what? No product and glut?
Let's put it this way. Let's posit a hypothetical code for amount of product a game could have:
0 = no product
1 = core rulebook, maybe one or two supplements, than done (e.g. many Indie games)
2 = minimal product (e.g. 5E)
3 = moderate product (e.g. 1E, Ars Magica, etc)
4 = heavy product (e.g. not sure, maybe GURPS?)
5 = glut (e.g. 2E to 4E, Pathfinder)
Let's say WotC has decided to followed 2, presumably because, in the past, 5 didn't work. But why not 3 or 4? And if they took the approach of even just 3, why do those who want only 2 have a problem with the idea? In what way does 3 negatively impact 2?