Ratskinner
Adventurer
I don't think that's going to work. Nor is that probably a good attitude about it. I don't like 4e and I think it opened up a door to game mechanics and styles I'm not fond of in D&D in a similar way to 3e's crafting rules. But I recognize it's a door that 5e can't simply close and go on to succeed. And so I'm prepared to see compromise.
4e?

Although, my curiosity is piqued. What mechanics are you talking about? In what way does "You have to go on a special quest if you want to get magical ingredients to make that thing." inform the rest of the game? I mean, it seems to me that "Magic Item Creation" is a fairly isolated set of the rules, mechanics-wise. If you drop it out of 3e, the rest of the game plays just fine. There is a narrative/social influence on game play, of course, but you seem to be talking about a mechanical impact? I'd love to hear more of what you have to say on that.
Also, to be clear, I'd fully expect a module in 5e (maybe in the Tome of Magic, if not core) that codified Magic Item Creation. I'd also hope that they would include an extensive "How this could affect your game" section. Certainly it sounds like the Cleric cranking out CLW wands can be an issue for some folks.