If you aren't buying campaign books and you aren't buying either adventure collections or campaigns then to be blunt what are you buying? Setting books? (Of those I have five - and regret only one).
My expectation, in early 2021 and onwards, was that I would probably be buying:
Strixhaven - For sure - I was under the impression this was a setting book, and also that it was the cool MtG take on the setting. Neither turned out to be the case.
Wild Beyond the Witchlight - Possibly was going to break tradition if it was good enough, because of the theme. It wasn't.
Radiant Citadel - I didn't get how extremely heavily-themed this apparently is until I read reviews. I am open to short adventure collections if they're very easy to drop into a campaign, but that requires them to be pretty generic. I still use some 1E & 2E adventure collections in 5E (and Dungeon World!) I note.
Fizban's Dragon Book - Yeah I don't like dragons much, but as a sourcebook, I expected it to be compelling enough that I'd get it anyway. It was not.
Spelljammer - I thought I'd be "UGH I GUESS!" and getting it because it would be cool. Unfortunately it was an overpriced car crash.
Even if we exclude Wild and Radiant as lower-chance, the other three are significant from my perspective.
This hasn't been true pretty much from the start of 5e IME. The release schedule's been pretty empty.
That's totally fair but not really how I've felt - rather, it's been slow, but almost all of the non-adventures I've wanted to get - I think the only one I didn't is what, Ravnica (which I have access to via Beyond sharing anyway).
I'm therefore going to suggest the only reason you didn't spend as much as you normally do is that the Spelljammer release is actively a poor product.
I mean attempting to mind-read others is fun at parties, but at the absolute minimum
Strixhaven is in there too, because everything about in the pre-release said "This is a setting with a campaign suggestion", and indeed only when the contents became clear, was it revealed as actually an adventure/campaign with a tiny bit of setting weirdly changed from the cool MtG setting attached. The MtG take is like "darker Harry Potter", and I don't mean to sound like an edgelord but I'm way more interested in that than "comfier Harry Potter" which is what we got here. And
Fizban's was so sparse on the mechanically-cool stuff that It was the first sourcebook I skipped. It is true at least that
Spelljammer being actively bad caused me to avoid it.
(Astonished that "comfier" is a word but apparently it is!)
Looking forwards to the rest of this year and 2023:
Dragonlance - I don't what's wrong with me, but I kind of really
like the idea of running a Dragonlance campaign set in an overlooked bit of Anaslon (I'm a Taladas guy, there are like two of us on the entire planet!) with a lot of Solamnic Knight stuff going on (god I totally irrationally love the Solamnic Knights), so if they can please avoid screwing this up, I will get this. I'm even willing to accept the usual WotC "Chapter 5: Write your own whole-ass adventure to fit here!" stuff. Likely ways it will be screwed up are:
A) It's just beyond generic and totally unrecognisable, out of fear it might accidentally exclude some option. Unlikely but not impossible given how weirdly lore-averse the lead designer is.
B) It's just badly written (I'm praying not).
C) It's utterly reliant on the board game to make the battle/campaign stuff pay off.
If it's C, it's effectively a $150+ campaign that can't be played online (unless there's a secret digital version of the boardgame), in which case no, because it would mean I couldn't include my brother in Australia and he's the other DL-liker in my main group.
Keys from the Golden Vault - A collection of generic heist-oriented adventures you say? Whilst I'd like to know the writers (please say one is Logan Bonner, writer of the best D&D heist I've ever seen, 4E's Blood Money in Dungeon #200), this is a strong contender for me to pick up.
Glory of the Giants - Sod off! I really REALLY hate D&D's take on pretty much all giants except Hill & Stone, and god to I hate "elemental bollocks". So this is a very unlikely buy for me I will admit now. Especially as the Feats from the UA were deeply "meh".
Phandelver Campaign - Unlikely for me to buy, but I do respect it, and I just hope they do a good job, as Phandelver is one of the few good WotC 5E adventures.
Book of Many Things - If I don't buy this, something weird has happened, or I've decided to wait entirely until 1D&D comes out.
Planescape - THE ULTIMATE TEST (for me). Will they fail or will they renew my faith in WotC?
For me this is "high stakes". Planescape was an absolute miracle of a campaign setting as originally conceived. No-one but Zeb Cook could even possibly have come up with it. It's genuinely unique in the elements that came together, and more than that, it prefigured a lot of later fantasy literature, which is almost unheard-of in D&D supplements, which are normally deeply derivative of fantasy literature. It was a setting that was if anything, a few years ahead of the curve of fantasy literature - let alone fantasy settings. I think it's still ahead of the curve on RPG fantasy settings.
And it's incredibly easy to screw up. We've seen that. Monte Cook isn't an idiot or talentless*, and he'd written some truly great PS adventures, but in Faction War, he created and implemented a scenario which left Sigil in an incredibly boring state, that made it feel utterly generic and plain - Planescape should not be Plainscape!!! (sorry not sorry!).
And 4E, in the mostly-brilliant DMG2 just built on Cook's scenario and made it even more boring. They managed to make Sigil, the incredibly diverse heart of the planes, with thousands or millions of strange beings from strange worlds passing through every day sound like a dull Midwestern American city with insular and deeply bureaucratic politics. Beyond words. Actual negative sense-of-wonder - I didn't know it was even possible. WoD Changelings who read that part of the DMG2 probably shrivelled up and died on the spot from the sheer Banality.
So how will the WotC of 2022/23 do? What will we see? It's entirely up in the air. The UA didn't bode great, but it did seem like maybe the Factions still existed at least. If they take the Spelljammer 1/3 setting & rules (so more like 1/6th setting) 1/3 bestiary 1/3 adventure approach we can pretty much write it off as soon as they do that. But hopefully they don't.
Anyway, sorry, going on.
* = He does have a weird issue with coming up with wonderful ideas then making them absolutely pedestrian in implementation, as we can see with Numenera's default setting, which is some generic post-apocalypse turned into medieval fantasy bollocks very at odds with the wild ideas the setting is based on. What happened man, is all I can say there.
(And yes you can all mock me in 2023 when Glory of the Giants turns out to be awesome and somehow WotC makes Planescape brilliant but Golden Keys sucks.)