I'm not going to argue with that for any edition; though the targets of criticism will be different in each.
Thing is, what some people criticize about D&D can be the same thing(s) that other people see as its strength(s).
An example from this thread: the task-based resolution that D&D uses has been (pardon the pun but I can't resist) taken to task now and then in here, yet I see it as a strength: if you deal with resolving the individual tasks as they arise, one way or another the overarching goal will very likely take care of resolving itself.
If-when I look at other RPGs, I'm always looking at them from the stance of "What's this game got, that's better than what I already have, that I can port into my existing system?".
I don't mind the idea of fail-forward as long as it doesn't turn the outcome of the root task from a failure into a success. Every task has an immediate and obvious goal attached (e.g. reach the cliff top, open the lock, get across the chasm, find a curative herb), where 'success' on the roll means you achieved that immediate goal and 'fail' means you did not.
The success-fail result of the roll itself with regard to that root-task goal should IMO be sacrosanct. After that you can toss in complications on a narrowly-made success roll or maybe-beneficial consequences on a marrowly missed 'fail' roll. An example of the latter might be that when trying to climb the cliff, a narrow fail could mean that while you're still nowhere near the top and aren't going to get there, partway up you've stumbled onto a cleft or cave that can't be seen from the bottom...maybe there's something useful in there, or dangerous, or nothing?
If the underlying (and unspoken) idea is to just have them succeed at the root task more often, lower the DC (or system equivalent).