Well, I never really cared for the Realms personally. My favorite books for it were the god books you hated and the Avatar Trilogy of novels. So I don't really care what they've put out for it, other than that i wish they had made stuff for other settings (pre-Tasha's and the new D&D order). It's the more recent stuff for other settings I have the biggest problem with.
Of course, that plays into your point. I suppose it is more that I don't like the 5e setting material and compare it unfavorably to pre-WotC editions than that they haven't put out much of it. Thanks for saying you're sorry I don't like it. I'm happy you're getting stuff you can use, even if I'm not. They're not going to do what I want anyway.
Wow. Hated? Why would I hate them? See, you keep reading stuff into what I'm saying that's not what I'm actually saying. I do feel that those god books were largely pointless. Fun reads, but, as far as a game book goes, a waste of money. 4 pages out of 200 in 25 years is not a particularly useful book to me.
For some bizarre reason, people seem to equate "I don't think these are particularly useful" with "I hate these".
To me, things like Dragonheist or Curse of Strahd are exactly what I want in a setting book. Not specifically those adventures, but, that format. A fairly sandboxy adventure for low levels like Dragonheist, that will ground the players in the setting and give them a really good view of the setting. It's, to my mind, the best way to present a setting that is actually practical at the table.
Think about it. If you play through Dragonheist, and it's not that long, only 1st to 5th level, so, maybe 6 months of play? Ish? If you play through it, the players will:
1. Be introduced to all the major factions in the setting as well as potentially join one or more, complete with statted NPC's, locations and potential missions and adventures for each faction.
2. Be grounded in the setting by virtue of earning a home base where they will meet numerous NPC's in the process of reconstructing their base, as well as getting a solid view of the day to day lives of people in Waterdeep.
3. Travel to nearly every part of the city, seeing each ward of the city, meeting individuals in each ward as well as interacting with businesses and whatnot in each ward.
4. Be introduced, without infodumping, to large amounts of the history of the setting in a way that is contextualized and memorable.
5. Be introduced to many of the movers and shakers of the city along with a number of plot threads and potential adventure hooks.
In my mind, it doesn't get better than that. THAT'S how you show a setting. These high altitude guides where you get endless pages of descriptions without any sort of adventure or actual directly usable material are the bane of the hobby. They're pointless. Great for reading material, I suppose, but, for a game book? Yeah, no thanks.