It is 100000% the case that 4e had "after the die roll but before the result" interrupts. The 4e fighter's bread and butter was
Combat Challenge, which lets you interrupt a marked creature's shift or attack that didn't include you as a target. From the 4e compendium: "An immediate interrupt jumps in when its trigger occurs, taking place before the trigger finishes. If an interrupt invalidates a triggering action, the triggering action is lost."
I mean, people griped about interrupts in 4e, too, so it's not like this is a problem specific to
shield and
counterspell. 3e dabbled in interrupts, but 4e definitely raised their profile to something pretty much all tables dealt with. And some tables really did not have patience for this mechanic. So much so that 5e backed off of that mechanic except in a few instances (like shield and counterspell!). No class now relies on it as part of their mechanical identity like the 4e fighter did (though a few subclasses get more out of it than others). And some people really miss that element, too!
I'm curious because these mechanics do seem potent in terms of their effect
on the minds of players, beyond the mechanical power the ability may or may not have. It's like stopping the game and yelling "Nuh-uh!" just pushes some very specific psychological buttons. I do think the 5e devs were aware of those buttons, and believed that they were sometimes OK to press (OA's, some spells), but I do wonder about that sometimes.
I mean, arguably, this is just an point for bringing back the rule that casting a spell provokes opportunity attacks and that being hit while casting a spell can cause the spell to fail.
There's some good reasons why that's not the case, but I do think it removes some of the flavor of spellcasting...