I think that the differences are significant enough to make the analogy questionable at best. In 3.x there were certainly some poorly designed options that missed the intended mark, but with the
ivory tower design that generally meant that those options were designed with the intention of being amazing for
some build/campaign/etc but were poorly presented like the toughness example described. A very different design was used in 5e, "X is objectively best no questions no ifs to the point of generally just being a forced choice for build x & y." It went from a situation where you could get in trouble if you didn't engage in some planning to one where you almost need to actively try to be suboptimal to
not build a 5e character that is pretty OP in comparison to 5e's monsters.
That shift also reduces the GM's ability to put their thumb on the scale when Bob is too optimized for the table or Alice did something dumb without looking like they are playing favorites or being adversarial.