If you're trying to translate something, then your goal should be to convey the message as clearly and truly as possible, not try to twist the message so that it suits your goals. The problem is still you, not the translation. Of course this metaphor breaks down somewhat because this is a game being made, not a text that already exists being translated into another language. But I think, in keeping with this metaphor, people need to accept that this isn't meant to be a translation of D&D 5e to a video game in the most direct way possible. I would say that something like Solasta is a better example of that. This is less translation and more like localization; getting across not only the meaning, but the cultural context, etc.

I think the place we diverge is that I don't think Larian's vision needs to diverge from the core 5e experience as much as it does to be successful. But I do get why they would change things and I do agree that some people hold their opinions a bit too intensely, even though I do agree with several of those opinions at times.

As for there being such a thing as actually better, I do think that such a state exists, it's just a matter of where you're looking. I think that for any creative venture, better is measured by "does the thing that the creator do get the reaction from the audience that the creator wants it to?" Obviously you can't make everyone feel the same thing, but better is measured by how many people in your audience feel the thing you want them to feel when you want them to feel it.