Though in the end, I'm wondering if it really just make everyone happier and sell WotC more books if the rules variants were all proposed together without any preference attached to them; i.e.," healing can be handled in the following ways" and then naming them without any preference being given, rather than giving a core version and then proposing variants... Its obviously very important to people that THEIR version be "core."
I doubt this will wind up making many people happy in the end at all. Regardless of what happens with D&D Next, there are people out there who will vociferously hate it. There are people who have formed their opinions already. I really don't understand why people think the way they play is how D&D "should" be or how it's "supposed" to be, or even that it's the way "the majority" of people want it to be. Rule number one of market research is to avoid assumptions, until you've seen the survey data you have no idea of what the majority wants. That's likely what WotC is trying to do with the playtest, find out what the actual majority is rather than the anecdotal "majority." In this thread alone you have people claiming that the majority of players see hit points as an abstract resource and others who claim the majority see it as physical damage. Neither side will admit that the definition is debatable, despite the debate of the definition happening right in front of their eyes.
People get way too worked up over this stuff.
I've said many times before, the biggest problem with the edition war is when people start to say what D&D "should" be, as if it's a moral or ethical point. In the end, it's nothing more than a game. A fun game, yes. A game we've all developed memories over, and one we've likely made lifetime friendships with. It's a game we've all enjoyed to greater or lesser extents, and for many of us it's an experience that's become a defining aspect of our identities. The problem is, it's not the game that's responsible for that, it's something entirely different.
There's a term for this: camaraderie. I really do believe that's the shared experience of D&D, it's developing bonds with your friends over an activity that's really just an excuse to build relationships. It's like poker night, or fantasy football or any other thing people do to spend time together. In the end the game isn't sacred, it's not canonized, it's not a moral or ethical platform to base a philosophy over, it's just a game. A fun game, but a game nonetheless.