If you want History and Myth in your campaign then put it in. It is not other people's responsibility to make sure you have myths and history in your own game.
It is just not a game designed for the above tastes, and neither are most D&D settings (with some exceptions, like Green Ronin's Mythic Vistas line).
Is it other people's responsibility to make sure you have combat rules in your game? Or an interesting setting or adventure? Yet we purchase roleplaying books and supplements. It isn't about what you can provide for your own game, it's about what the game provides as-is. D&D doesn't provide real-world mythology and even only pays lip service to its own mythology, focusing on gameplay at the expense of versimilitude and adhere to its own myths. It is just not a game designed for the above tastes, and neither are most D&D settings (with some exceptions, like Green Ronin's Mythic Vistas line).
"Every man is a hero if he strives more for others than for himself alone."
1) If you're so invested in the past, why not infuse your games with history rather than myth. I'd rather tell the story of Alexander than Hercules in my games I'd rather have characters that were more like Lief Erikson than Thor.
For many years, I labored under the delusion that I could make gaming better resemble a novel. I suppose that's true up to a point, but beyond that point, the medium works against you and your game actually gets poorer rather than better as you attempt to hammer it into a form that the medium is not suited to provide.
By the same token, a game can't resemble a myth too much, or it's not a very fun game. It can't resemble Joseph Campbell very well either, because its fundamentally an ensemble cast, not the story of a single protagonist and his sidekicks.
Oh, and you might want to dial back the value judgement on what other people like a bit, while you're at it.
Greetings!
Hey there Jack! Good to hear from you.
No, it isn't.And inherent in your response is the implied attitude of, "because things are as they are now they neither warrant nor deserve improvement."
Nobody said that a system, a state, a condition, at some point in time may be so perfect or so flawless that it should not or cannot be open to critique and improvement.But no system, no state, no condition, at any point in time is so perfect or so flawless that it should not or cannot be open to critique and improvement.
I am not telling people, and never have, what their games must be. I am saying I do not like the loss of myth as a motivational factor on game and adventure and milieu development. I do not understand why people cannot understand the difference between a demand and a critique. That which is not criticized is that which does not improve and progress.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.