So D&D is a bad game then?
Because the rules of D&D inherently are not specific to a single world, and never have been. That's why we talk about "implied" settings rather than inherent ones. All the way back to Gygax, we have had a D&D
specifically engineered to NOT be specific to a single world, but to be a semi-generic structure within the limits of a class-based, fantasy roleplaying game.
Or, if you prefer, 13A would then be an objectively better game than any edition of D&D, because it
does actually have a setting woven into its rules that cannot be simply extracted. It takes extensive effort, not quite a total overhaul but a pretty significant one, to totally strip out the Dragon Empire from 13A.
Is it really the case that the world--again, as
@clearstream expressed it, where it includes
all of the setting information, geography, history, culture, religion, ecology, etc.--is so totally inseparable from a game's design that not having that instantly tanks the design experience? I can't see how anyone who followed the 5e playtests, and feels that 5e is (or at least that 5.0 was) a good game, could make that argument. The 5e rules do not have anything more than the lightest hint of a "world"--they are rules, with a limited baseline of fantasy flavor, specifically engineered to be able to embrace a breadth of worlds as different as Theros, Eberron, and Toril.