Huh. I'd argue that a significant portion (I wouldn't say 90% though) of 5e's problems are "4e did it that way, and people didn't like 4e, so let's go back to the old way."
Also, I would argue that if players keep wanting to rest in order to refill their abilities and hp, attrition is a bad basis for adventure design.
No but they held on to a lot of the design of 4e. Like its style of resting which made sense for a 4e-styled AEDU-based game, where big tactical combats are the point, and long attrition-based adventures are discouraged, but not for a old school-styled resource-based game like they were designing 5e, How healing surges are just the hit dice mechanic but dragged out basically over a longer period(thats all short rests really are), the combat focused based designed, but built around a longer adventuring day, where primary resource attrition is combat/resting(a very 4e concept). A lot of this game is just 4E's ideas being reworked into a more "Normal" dnd game, based on 3e(with some 2e influence.). Even remnants of AEDU are in the game, most of the classes abilities are on a literal short/long rest cycle but dragged out over a longer period, with the rest being at will, or on basic resources, usually daily.
Thats why 4E ideas always seem appealing in 5e, because thats how these mechanics were actually meant to work, because of the basis of 4E is still in the game, just redesigned around to fit a longer/dragged out of combat focused attrition instead of big engagements or setpieces, to better fit the more dungeon crawling style of older games(It works but the combat focus leaves a lot of the procedure and resource management of those games, causes it to feel loose, or messy, but it does actually work).
It ends up in this weird middle space where it doesnt do either well enough without some major changes in either direction(Which seems to be the point since they wanted 5e to be more modular like that). And a lot of these holdovers lead to issues in the game's design, them wanting to keep a healing surge-like mechanic with hit dice, dragged out adventuring days to 6-8 per day with medium/Hard encounters, the rest based power design also being like that but dragged out made resource attrition a pain, espeically in a combat focused game like 4e instead of the more expedition forced older style of game, and keeping the 4e paradigm of the rest system(Espeically when some Short rest powers are designed like Encounter powers), when it makes no sense for the game, is simply old overs from their design ethos of 4E, that work against some goals of the game.
But this again, was likely on purpose, because they obviously wanted this game to accommodate all styles of DnD, so you can adjust the game like rests, and power recovery rates, to fit the style you want, but they never actually fleshed out those bit, outside of the thin stuff in the DMG.
Thats why i say 4e holdovers have lead to issues in 5e, because if you look to the origin point about many of the design decisions people have with 5e, then tend to source from 4e in some way. And why solutions that feel good, are simply putting them back into their original context, like short rests being 10 minutes, or skill challenges, or giving power-like systems, or just killing them outright and focusing it on what they want to do. Its something fundamental of the quirks of 4E designers adjusting themselves to a more normal style of dnd game(a lot of 5e's design is very mearls still especially). And yes they wanted to respond to the backlash of 4e, by trying to make a not 4e game, but also wanted to take some of the ideas and keep them, because they felt they were good, and worked well(Whole point of Battle master still existing), they just repackaged it into a format that actually was more like a normal DnD game, while accommodating those who do not like that style as well.(Its probably why the alternate rest systems exists, because they thought adjusting that would change the feel of the game enough since powers are still based on that, this is true too an extent).
In the end, some holdovers work, some didnt, and core 5e is suffering a bit from it, luckily it is adjustable, as intended to fit any style of play with a bit of work(Some easily with just some rest system adjustments), the issue is WoTC wants us to do the work, instead of releasing supplements that do this for us(I feel that was a goal of 5e but they didnt think itd sell so didnt wanna do it.) But that has lead to the rather messy inbetween state of 5e.
TLDR: 5e still has a lot of design ideas that source from 4e, because 5e is meant to be a in between edition that uses all of their ideas, and is meant to be adjustable to all styles of DnD, including 4e, the issue is some of those holdovers in the core game work contrary to the attrition based design of 5e, becuase a lot of 4e's design was around tactical combat, not resource-based expeditions.(Luckily there have ways to adjust this to fit better, mainly their rest adjustment systems).
It was more like, "people didnt like our way, so lets go back to the old way, while keeping what we liked from OUR WAY, just letting their way work well enough too"