I think 4e's problem was that it was called D&D.
I think PF2e's problem is that 5e exists. Though I suppose the design decision makes sense to some degree - with Pathfinder tried to capture the last edition of D&D's audience that felt left behind. With PF2e, a lot of what people liked about 4e D&D is present in it. So I guess I can understand their design decisions. It's just they needed to make PF2 a lot closer to when 5e began for that to reach full potential IMO.
I think part of PF2e's problem is that they're trying to solve the problems with 3-dot-Pathfinder math, differently than WotC solved it. I think another part of PF2e's problem is that it's different enough from PF1e that they're going to lose players who didn't want to switch editions (which I have to think was a large chunk of PF1e's audience).