For me, 6th Edition D&D is First Edition AD&D.
The plot is lost, there have been too many changes, orcs are not orcs, the most-poplar half-elf and half-orc races have been thrown into the memory hole, the game has lost touch with modern haircuts and clothing, and I refuse to touch corporate D&D, or the 5.5E. The game feels like it tries to sell us ideas that were popular four years ago. The game has lost touch, and all the changes Wizards made from 3.0 to 5.5 have led us here.
Wizards D&D, for me, ended at 5th Edition, and was forked and picked up on by the Open 5E alternatives, like Tales of the Valiant and Level Up Advanced 5E. Those are my 5E books, now, and the writing was on the wall since the OGL. Wizards was not a good steward of the IP, they broke the trust of the community when they tried to take back the OGL, and everyone knew what was coming next.
There was this silent promise by Wizards to be a good member of the community. Keeping the OGL and SRD out there, untouched, so the community could thrive was a part of that. This trust is now broken.
Besides, D&D 3.5E is the best version of "Wizards D&D," crafted by the Magic the Gathering original team, and perfected to its broken and messy state. If you want Wizard's D&D, stick with the original and ignore the last 20 years of mess, tabletop MMOs, and memory-holing.
5E was the "pandemic RPG" and the system ended when Wizards "changed the terms of the deal" on the community. These days, play Open 5E if you can and have a clear conscious.
Just, please, avoid the rampant hoarding, collecting, and other plagues that befall 5E at the moment. If you own more than a few books your game is at serious risk of never being played and only "had" to collect. At that point, you are better off parting with it.
So where do I go from here?
I have been exploring AD&D first edition, and rediscovering OSRIC and Adventures Dark & Deep. Going back to first edition feels like a refreshing reset, no matter how complex or pedantic these games can be, these were the first, the 8-bit retro experience, and the way I remembered playing dungeon games.
There is something wonderful about first edition.
I feel like I do when I play an 8-bit game, all of today's slickness is stripped away, and I am left with pure gameplay. I am not leaning on action types, power-dip multi-classing or subclass abilities - there are none. I don't have a complex character sheet that needs a computer to create, I have a simple sheet done by hand. It feels like a classic NES or Sega Genesis gamepad in my hands, with a D-pad and a few buttons, and nothing else fancy.
The DM asks me, "What do you do?"
I am not staring at my character sheet, looking for an answer.
The answer lies inside my head, my imagination, and the situation I am presented with. The answer to "what do you do" is not filtered through Wizard's rules, and that "thought filtering" has been the design goal from D&D 3.0 on. The answer to "what do you do" with the first edition is inside my head.
D&D 5E was only as popular as it was because they rolled that "mind control through rules" back some from 4E (where actions were 'what power card am I using?'), and players' minds were free to decide for themselves. But book by book, that control came back bit by bit. With 5.5E, they have locked it all down again. You can't build a "hammer guy" without jumping through their hoops, picking a few required selections, and even then, the hammer fights you by pushing enemies away. "Best builds" and "action economy" became the "measure of good play."
In my day, the "good play" was in a player's head.
The first edition has that unlimited, unchecked, the answer is not in the book pure thought-to-action goodness that created the hobby. If your actions are controlled by a labyrinth of rules in a book, you are not role-playing. Game designers use thought control on you; you are "discovering" what they already know, plan, and mean for you to do.
You can't be a hero unless you first run your thoughts through a few layers of Wizard's rules.
With the first edition, what is between you and heroic action is minimal. You don't need to run your action plan through several book chapters of rules. You don't need to account for bonus actions or free actions. You are not considering weapon masteries. You are not chaining together actions to combo up the best attack. You don't need to make your heroism fit through Wizards' rules approval process.
Understand what we have dealt with for the last 25 years of West Coast game design, and your mind will be clear.
People have gotten confused and defended 3.5E versus 4E versus 5E versus 5.5E, and nobody sees that they are all the same design style but in a few different flavors. Some people cannot even imagine taking an action on a turn without running it "through the rules first." This is why game turns take 30 minutes for some people, and deciding what to do feels like signing and initialing 200 pages of forms to buy a car or a house.
The first edition does not have any of those concepts. The game never even had a rule for ability checks, though some now do since they were commonplace back then. What do you do? You come up with an idea. You do it. The referee says what happens. The amount of rulebook interaction with that sequence is minimal to none, and it is kept that way for a reason.
I was already moving in this direction, going back a few D&D editions, to 3.5, to 2nd, and finally, back home in AD&D first edition, and the modern retro-clones of this game. In my opinion, the classic Adventures Dark & Deep system is the best.
D&D is a loop from the first edition to the fifth. The true sixth edition is the first one, and I have wrapped around and returned to what I love.
For me, 6th Edition D&D is First Edition AD&D....