I think it pretty much needs a solid reboot at this point, both rules and setting.
They need to get a streamlined ruleset (probably a simple dice-pool one for tradition), but one which allows some crunch (as you say Anarchy goes too far), reset the setting to 2050-ish, and tweak the setting a bit to modernise it slightly (not like, hugely but maybe a little less xenophobic/stereotype-y vibe towards the Asian corporations particularly). Pretty much every attempt to advance the setting beyond 2054 was just bad. And it's fine for it to be a retrofuture, technologically, at least to some extent.
Totally agree that, for Shadowrun to really work it has to reset to 2050 or so. As for streamlining the system, I think part of the problem is that SR wants to give you all the toys to play with. In fact, it sort of forces the whole toy chest on you, at least from a setting and rules perspective. That includes hacking and vehicle combat, two types of rules/subsystems that are notoriously hard to manage in any system. Now add on conjuring spirits, spells, cyberware, future tech in general, plus races, and a gloriously detailed setting.
The end result is, I think, just too much to handle elegantly with any crunchy/trad ruleset. And if you go full-on PbtA or FitD I'd argue it loses a ton of its appeal. SR lives and dies on its specificity.
I think one solution would be to shift the premise a bit, and
-Ditch decking entirely as a PC activity. It's always been a slog, and no amount of revisions or redesigns has helped. Enough already.
-Also make riggers NPCs by default, if they're even a thing at all.
-Rethink the heist-related aspects of the game, integrating that stuff by adding some Blades in the Dark-like mechanics to limit/eliminate endless planning and gear-shopping sessions.
-Present an array of play options beyond always having every PC group be a bunch of runners, including options that might simplify things. I think being runners leans all the way into the most complex and varied aspects of SR's rules and settings. You have the world at your fingertips, but that's a blessing and a curse. If, instead, you had clear frameworks where PCs might be a street gang (with much more limited resources, for example) or paid investigators or even resistance fighters or vigilantes, all of that provides guardrails that "you are shadowrunners" does not.