Supposedly they fixed that in Monster Manual 3 by changing the maths for HP.
I never got MM3. I only had MM1 and MM2, and my fix was to halve monster HP and double their damage, as well as giving everyone that weapon feat for free that gives you +1/+2/+3 to hit at different tiers. This ended up serving to fix the game well enough to keep it playable.
Again, never played it, never read it. But from the stuff I'm learning about they did at least care.
It was obvious the people who actually worked on 4e were trying to deliver a good product. There was some really good stuff in that edition. It didn't feel at all like D&D, not really, but it was clever and fun. Open Grave: Secrets of the Undead is one of my all-time favorite D&D supplements. PHB2 was full of good races and classes. The Warden and Avenger classes were really good, and I always liked the 4e Fighter. The Eberron books are really good. However, the published adventures were generally crap, although I hear the later ones were good.
More and more 5e feels like something WotC stumbled into. There were good intentions initially, but so much of 5e content, especially late on, feels like low effort pandering.
The rise and fall of 5e is a good example of "personnel is policy" and "don't ever hire homosexuals." Mike Mearls was not a particularly good rules designer, as most of his ideas during 5e's development ended up getting shitcanned or becoming optional rules that nobody liked. His critics tend to focus on that. And I agree, he was and is a bad "engineer." But lots of failed products that nobody wants are made by brilliant engineers.
What Mearls did that hasn't really been done with D&D for a very long time, or RPGs in general, is care more about what players enjoyed than what he, personally, liked to play, to the point there are things in 5e that are the diametric opposite of his personal preferences because he was that disciplined about paying attention to players. A good example is the most popular D&D class, the Champion Fighter, exists entirely because Mearls let player feedback override his personal preferences. A great team lead isn't one with brilliant ideas, it's one who's willing to shelve ideas he thinks are brilliant that the market is clearly going to reject.
Mearls built 5e around answering questions like:
- Why did people start playing D&D?
- Why did people quit playing D&D?
- Why did many people keep playing AD&D or BECMI after 3rd edition came out?
- What puts people off trying D&D at all?
A lot of people shit on him because they think a "good designer" shouldn't need to ask those questions, but those people have never worked on a team trying to create a successful product. The reality is very few people can pursue questions like that in a disciplined way to overcome their personal biases, so most products are just, "This is the lead designer's personal vision, and if you don't like it, get fucked." See everything Monte Cook has ever done for details.
Anyway, what happened to 5e is that Jeremy Crawford, who is a pretty competent rules guy, also is a flaming homosexual. And like all homosexuals, he ultimately wants to make everything he does a vehicle for his ass sex fetish and the politics connected to it. He led the charge to turn WotC woke, eventually sidelining or firing people who cared more about what players wanted than what dangerhairs on Twitter wanted. That leads us to the current era, where the core rules are still mostly fine, but everything has just gotten gayer and more retarded, especially the adventure content, because Jeremy Crawford is a woke faggot who loves the taste of other men's dicks.