They want feedback on basic gameplay first, and going by the reaction to the homebrew stuff, it was a wise choice. If there was more levels, they would have had way more stuff to alter based on feedbacks which means longer development.
The level 5+ content is clearly not there as the few enemies with level 5 features are either buggy or have incomplete feature-set. The level 4 cap isn't a case of "lock players at that level", it's a case of "we haven't implemented anything beyond that level yet".
Well, thanks for the detailed explanation even if I didn't actually need a single word of it.
Commenting on the fact that being capped on progression can feel demotivating is a bit different than complaining that you don't understand why.
And none of this changes a word of what I said about several classes barely reaching a point where their differences start to shine at such a low level cap.
It's not even like I was exploring any novel notion. "D&D starts getting good from level 5 going on" is a commonly shared sentiment in the tabletop community, too.