2 choices:
I'm ok and my ideal world is as depicted
I'm ok BUT my ideal world isn't as depicted
It doesn't seems to me so difficult to understand.
The second choice doesn't really necessarily communicate the importance you are placing on the "but", though. Instead, what it reads as to many of us is simply that the aesthetic isn't absolutely perfect, which reads as much more positive than negative.
In other words, I suspect that most people who chose it
like the aesthetics of the last few books.
Now, I mostly see the newer books as just having more new art, from different artists, rather than actually having different intentional aesthetics along some sort of guided trend from the suits, but either way I enjoy it. Not all of my worlds look anything like the nearly crystalpunk aesthetic of Citadel, but certainly I have used that aesthetic before and I will do again.
I want to say that I do like when DnD doesn't try to just copy the fashion and architecture of any real world medieval society. Fashion, architecture, and so forth, are all results of the world the people who make those live in, and our world and D&D's world are different. Maybe some monsters' blood can be used to make good blue/purple dye that even the common people can afford. Maybe a different color is what's rare in D&D land? Maybe there's lighter material that are as solid as what we use in construction so they can make taller buildings.
That sort of thing. The artwork should reflect a world that is both familiar and alien to our own.
Absolutely. Combine all of this with the fact that the European Middle Ages were much more vibrantly colorful than people generally imagine it to have been, and most "no one could afford this color at all except the wealthiest nobles" or "only this class was legally allowed to wear this color" stuff is all very specific to time and place, and the middle ages covers 1000 years or so of history.
I have used stuff like very dark "vibrant" (ie richly died with no fading or other visual flaws) black clothing to denote wealth, in my alternate 1600's Europe game, but it was as much about the cloth as it was about the dye, and the expense of maintaining clothing at that level of perfect black color so expertly composed that the naked eye simply
cannot detect any dominant color within the dye, while cheaper black clothing might reveal a predominant blue, brown, or other, tint.
But I sometimes go deeper than is really sensible on material culture to help my players immerse into a scene. One time, I had used descriptions of smells that they were so used to they barely noticed them to get them thinking about things like fresh rushes on the floor, the importance of ventilation, etc, and just generally help them "walk into" a room and exprience it sensationally. This meant that when they walked into an alchemist's laboratory and smelled
almost nothing, it was very unsettling for them, and when the court of the fey princess had none of the smells they associated with gathered people and animals, and instead smelled only of flowers and oiled leather and food and drink, it helped add to the magical nature of the place.