Thanks. I was able to find your interview which said most of this also, but there is a bit more here.
Thanks for posting the link!
When looking at the range of "takes" on the material, wildly different perspectives are part of the nature of TTRPGs and material based on TTRPG settings. The whole point of tabletop RPGs is for the players at the table to be co-creators, to have their own version of the world and the characters and even the metaplots. This core concept for RPGs clashes with the incarnations of the settings in fiction and comics, especially, as those are more fixed narratives, with narrative continuity. Artus Cimber did this and then this and then this, and he talks in a certain way. It's right there in the novel.
It's a conundrum settings that originate and primarily live as fixed narratives--in films or books or comics--don't immediately face as a primary problem for new works; their problem is keeping the continuity straight, if they have a fixed continuity. (And they run into this co-creator multiverse issue as a secondary-level problem when the IP is adapted to player-participatory forms, such as video games and especially TTRPGs. What do you mean players can make Superman murder people as part of the game?) For TTRPG settings, it's a fundamental issue tied to the essential nature of RPGs and becomes a problem right away after a work is set down. That version is going to be someone's favorite version of X; those player/reader connections to the characters and lore can be strong and personal, so strong reactions to changes are also to be expected. But it's also true that there will be countless other versions originating from countless other tables out there, because of the way TTRPGs are experienced. For someone with a primarily comic DL game, Soth could be a buffoon.
This exacerbates the standard continuity issues seen when new creators come in and add to the official lines, too. I know from being the writer on Soth after Tracy and Margaret. Even though I worked very hard to keep the character true to their published works, some of their fans saw the existence of
Knight as disrespectful.
On the larger issue, Greg Stafford, design genius that he was, identified this reality decades ago when he told player-fans of his baseline setting that "Your Glorantha May Vary." It's taken some of us a while to catch up to him on this.
For what it's worth, I haven't talked to Wes in a long time, but I consider us friends. He always expressed nothing but respect for my work, and I hope nothing happened to change that. If the new material--which I haven't seen--seems to come across as demonstrating another attitude, I would chalk that up more to the way in which shared world projects are put together at WotC (and elsewhere) rather than something else. I mean, I have had creators come in and pretty deliberately erase or pave over stuff I have created, so that's not unheard of. (I was told once by an exec at TSR a novel was being marketed in a certain way to prevent me from doing a sequel to a book I wrote, after I had split with the company.) But my starting assumption with Wes is this is his take and the take of the team working on the new book, not disrespect or malice; I'll have to see the content to get a more informed read on that, but that's my starting assumption.
It's also true that WotC could avoid some of the pointed criticism of new books like this if they made it a standard practice to reach out to designers still active in the field who had worked on the source products. I helped the design team fix the fate of Mezro in
Tomb of Annihilation, to a very positive effect, but I heard about that project early enough that I could lobby them to allow me access. Given their recent overtures to some high-profile folks, I hope that's changing for the better.