I currently run a 5th edition home game, ostensibly a dungeon crawl through a hardboiled Fairyland using the old TSR module B3 as a base.
I’ve had to change the system a bit around the margins (light isn’t a cantrip), replace some subsystems with my own favorites (slot based encumbrance), and use mechanics that are disfavored in the current ethos of 5E play (random encounter checks). It works fine, my players like the illusion of character power and it’s got an active enthusiastic online community.
The main difficulty I have with 5E is its implied setting, overstuffed with bland fantasy cliches, and its ethos of play that aims for novelistic high fantasy narratives about murdering various monsters in tactical combat. This isn’t part of the system mechanics, It’s a fixed idea about what a TTRPG should do and how. A fan base used to CRPGs seeking to replicate that experience.
Of course crunchy tactical combat, visually impressive powers and scene based narrative are all strength of CRPGs with their graphics, sound and mathematical processing power - or ways to overcome their limitation of being pre scripted. You can easily play 5E to TTRPGs strengths - a responsive GM, player choice, and complexity - but it takes players and GMs that want that experience.
Encounter based design v. classic level based design is an example of this, 5E assumes the adventure is a string of discrete encounters/conflicts/climaxes rather then exploration of a larger situation/location with parts that interact. Anyway, mechanically it doesn’t need to be but that is how 5E is presented and marketed.