The bell curve/opposed roll vs single-die linear roll isn't going to be solved any time soon. But the most important thing when deigning a game is what they do.
An opposed roll/multiple dire/bell curve roll creates a probability curve that heavily favors results in the middle. The net gain from a +1 bonus varies depending on where it is applied - it changes the probability a lot if the target number was in the middle, but only a little at the extremes.
A flat probability distribution, as with a single d20 against a fixed difficulty, has a static probability change with each +1 added (5% in the case of the d20). This is the same all along the probability spread, up 'till you need a 20 to succeed, then the curve has a discontinuity and suddenly flats out at 0% (or a static 5% if 20 is always a success).
The whole thing is made much more complex because the probability in itself is not always what you're interested in. For example, just as often the proportional increase is interesting, as in how much more damage will I take when a monster needs a 19 to hit me, as opposed to a 20? Edge effects like these is what 5E is trying to avoid with their bounded math.
Which is best? Well, that's what the discussion is about. Personally I prefer a pyramidal probability distribution, like what you get with when rolling 2 dice. I use 2 exploding d6 in my homebrew.