5e has the issue that most of the product from WOTC is adventures. So in contrast with all the supplemental material for 3.x that WOTC put out in contrast with the comparable dearth of supplemental material in 5e by WOTC, well it is a case of yeah, too many adventures that take a year or so to play.
And it seems a lesson learned by WoTC. No more rules inflation. As I said, given a set of rules the aim of the game is to either run your imagination or help it with AP or Settings (considering also people that do not have time to homebrew). Crunch material is not bad by itself but must be released with a slow pace because while it give you more options, in the long run make the game fragmented and erodes the core rules consistency. Every option/rule you add to the game make the original game older.
My personal "if WoTC was mine" release politic would be:
1. Avoid editions: the game is that and it arrives in this form after decades of refinement. This edition proven to be good balanced and make happy all kind of players, so good to be able to bring back to game a lot of old (and expert) players. It is a winning horse.
2. It would be nice if every 5/10 years or so would produce a compendium that refine rules without compromise retro-compatibility: This kind of modules would be an organized and well edited set of Errata, Rules refinement coming from community playtesting and crunch material sparse between other products. So even people that did not want to buy i.e. Wildemount, can find a sub set of rules options coming from it. This to avoid the opposite of rules inflation and to give the sentiment of a system that doesn't give up to renovate itself.
3. From the Settings point of view privilege cross-overs, stay open to the community, look around what it is good and offer to publish under the WoTC hat with strict editorial quality control. A setting per 1 or 2 years as guideline. Not necessarily a new setting every time. Maybe focus on specific parts of a setting would be good: if we decided that FR is the core setting (and it seems to me a good choice because is quite a generic fantasy pastiche), than expand it. Don't treat it as Cinderella.
4. Adventure Path: experiment new ways! This is the part in which my personal WoTC would invest the most. Keep in mind that RPG live on stories, narrative amusement. Build interesting plot and try not to make everyone happy mixing all type of game in one module. Release a dungeon crawl, then an investigative, then an high political plot and so on. Every AP must have a flavour and must have the aim to be remembered as a great job in its genre.
5. Multi platform: yes, keep an eye on VTT, streaming, podcast because the market want it. But do not make the terrible mistake to let the traditional players feel excluded. No content in VTT must be more than in paper/pdf.
6. Merchandising at will. But good quality, again.
As you can see my WoTC shares a lot of choices made by real WoTC, but it is, let me say, a little bit more bold and quality oriented.