I don't have any objection to that approach. I have an objection to a game not telling me that's its approach in the game itself.
That's part of my real objection to the marketing. There's no mention of any of the design concepts that were in Legends & Lore and there's information that directly contradicts the design concepts. So the game should make that explicit.
As an example, if 5e said the following, "Over the course of a typical campaign, a party finds treasure hoards amount to (insert rolls here). It could be exciting to have either less rolls or more rolls or even none at all. Here's how to modify the CR chart for a no-magic, low magic, or high-magic game to make the encounter difficulty appropriate."
See? Same thing as what 5e actually does, but there's no pretending by the marketing of something the game doesn't actually say. Put some additional language saying you don't have to stick to encounter strength, just be warned things might not go expected, and away you go. A player new to the edition knows what to expect just by reading the game, not by finding out the hard way.
Every edition of D&D suffers from this. One of the great lacks in the game across all editions is a forthright discussion of what is, what is expected and (most importantly) why, and the ramifications of adopting different parameters. Such dissuasions did take place in early Dragon, White Dwarf and similar mechanisms.