Yeah new D&D is essentially dead to me. In starting to focus on smaller games like Shadow Dark and Lamentations of the Flame Princess. They are old school D&D based and keep the dangerous sword and sorcery feel.
I still play 5e regularly, but I've house-ruled it so much that you could argue that it's a new system. I haven't really changed any of the core fundamentals, but I have layered a
massive number of additional systems on top of the existing framework.
Over the last few years I have experimented with a lot of new rules. Some worked, some didn't.
I needed (and still need) to go through those growing pains because some rules that sounded good in theory, didn't work well in practice.
For example - I really like the idea of characters needing to maintain their equipment after being damaged in combat, etc.
However, 99.5% of the time it ends up being effectively handwaved because it's mostly trivial unless you build a subsystem that accounts for character skill, armor type, damage type, materials involved, the availability of tools, etc.
It ends up becoming more simulation than game and a massive waste of time. It's much better to assume that characters will do what's necessary to maintain their gear unless it's outright destroyed or a specific narrative point puts some moment-to-moment emphasis on it.
The handling of resources such as food and water is another example, but this one is more nuanced and fun. The way I describe it to my players is that they don't matter until they do. For example - when you're in a town or village, it's assumed that you're able to easily feed yourself, but if you're in a desert tens of miles from anything -- well, that's a different situation.
Also, my long rest system is something I am really, really proud of. It adds some much needed variability to a system that is easily exploitable by players.