I've recognized this, but 5e has drawn newer players. Maybe the DMG was a flub because they didn't expect a huge boom of newer players and DM's, maybe they were hoping to only bring back majority 3.5e or even AD&D fans.If this is true, then the professionals making official products need help, too. The DMG's lack of strong guidance is intentional -- it's so that the game is yours and not WotC's. This was a key design goal for 5e, alongside rulings not rules -- they undercooked the rules/advice so you can more easily drift it to your desires. Of course, this makes it a bit harder to learn, because you have to know what you want to do to do that, and why the hobby is still mostly taught via received wisdom (although a lot of that has moved online and out of the LGS).
That's fine...for the first 2-3 years. But there has been no improvement from them in guiding new players in adventure creation. From Xanathar's to Tasha's and everything in between. We could have had so much better guidance after WoTC knew first-time DMing rates were on the rise yet they decided to give player-facing options so that they can have fun creating a character that never realizes their roleplay goals because the DM required their character to have character development when they wanted it.