You are absolutely correct, I don't know you, so I have no idea.
But at the same time you don't know Mike, Jeremy, or the others who designed 5E. So you have no idea the choices or decisions that were made to go into how they chose to create the game, or the work they put in to do so. So to call their work lazy is just as disrespectful.
I can't believe you're doubling down on your attack on @ Stacie GmrGrl. The WotC team are professional publishers working for a commercial publishing house. Part of their job is to have their work subjected to analysis and criticism, and describing writing or design as "lazy" is one mode of criticism (broadly, it means repeating tropes or following an established path rather than trying to come up with a novel solution to the particular challenge being tackled). It's not an attack upon their personal character.
If you think their work is, in fact, not lazy in conception or execution, argue that point.
YBecause of how much focused is put on allowing the DM to make rulings about so many things, just about every action a player does is a process of asking the DM if its okay, leading to a game of DM-May-I.
A good, fair DM will make it fun and fair
I XPed your post, but wanted to comment on this bit of it.
I think I am a good and fair referee. But I still don't like systems that require everything to be filtered through GM decision-making - I don't
want to be the one telling a story at the table. I want the story to be the result of resolving declared actions.
The most recent experience I had of this was GMing some onw-world exploration in Classic Traveller. Whereas that system is full of tight resolution sub-systems - for social interaction, especially with officials; for interstellar travel; for combat (though it can be a bit boring!); even for extra-vehicular manoeuvres in vacc suits - when it comes to onworld exploration there are rules for determining if a vehicle suffers mechanical trouble, but otherwise it all depends on the GM deciding how long it takes to get from A to B, what might happen on the way there, etc.
It wasn't terrible, but it was not that fun either. There was a huge contrast a session or two later, when the PCs were attacked by a starship in orbit, with a small craft having flown down to provide spotting and direct the orbital fire - the game includes a system for resolving an attempt to escape from an attack whicht is written for small craft coming unde starship fire, but which I was easily able to extrapolate it to the case of escaping fire in an all-terrain vehicle. This allowed us to play out an exciting escape in ATVs across a desert planet with a toxic atmosphere, hoping to find shelter in a rock formation before being blown up by an orbiting starship's laser. It was much better than the (lack of) exploration resolution mechanics.