Yes and No
The problem isn't ability scores but what ability scores represent.
10 meaning +0, 12 meaning +1, 14 meaning +2 etc. That isn't well suited for physical and mental differences.
14 Strength meaning +2 to attack rolls with a greataxe, damage rolls with a long sword, checks to lift a rock, and checks to climb a tree is easy to remember and simple to learn. But it's a bad mechanic alongside a singled 20 roll on it's own under scrutiny.
Each pillar of D&D is different. In base D&D, Combat is frequent and has lot of small effect rolls. Exploration is common with rolls that have small or major effects. Social is rare but has 0-3 major rolls. And since each table is different, the pillars can change. An Intrigue Immersive game might have many incremental rolls like how Combat is in the base game. Or a table can cut talking right out and make Social disappear.
That's why if 5th edition was going to stick with isn't unbalanced and simple ability score system, it should have came out with variant rules to turn up the levers of Combat, Exploration, and Social and have ways to get all scores involved.
So DMs and Worldbuidlers ended up creating variants of their own. However,it doesn't work for anything playing base D&D and not running pure steroetypes. That's why Tasha's customization options happened. The second you leaned on ability scres to respresent physical andmental aspects beyond the edges of stereotypes, the whole game collapses down to a weapons combat sim because everything else breaks under the raw simple mechanics.