Complaining about the rules is the only way we as players can effect the change for future editions. Developers listen to communities.
Yes you can homebrew your own solutions and rule changes. But if it was that easy to just create new complex systems, we wouldn't need to pay people to do it. Changing core rules can really bork a game's balance and have huge knock-on effects that aren't foreseen without significant play testing. It's also really hard to know what rules need to be changed and to what without being a game developer.
You can also switch systems. For something like D&D 5e <-> PF2e that's not a huge learning curve. But to other systems or from other systems? It can be a LOT of work on the GM and players part to completely reset their game, learn a new system, buy books, etc. For a lot of tables this might kill a game.
In the end, we should be telling the game's creators what rules are bad and if we can, how we'd like them changed. And we should complain, Loudly, if they ignore a community's feedback or make changes that seem worse. Players don't always know what's best in game design, but they can at the very least tell developers what they don't like. And they should.
Let's say Bob the board member makes the assertion: "There is an inconsistency/loophole/mechanics issue with Rule X."
Several correct replies can be given:
"I agree, there is an inconsistency/loophole/mechanics issue with Rule X." "I agree, and it is easily solvable by changing the following part of Rule X." "I disagree, you've merely misinterpreted part of Rule X. If you reread this part of Rule X, you will see there is no inconsistency/loophole/mechanics issue." Okay, I hope you're with me so far. There is, however, an incorrect reply:
"There is no inconsistency/loophole/mechanics issue with Rule X, because you can always Rule 0 the inconsistency/loophole/mechanics issue." Now, this incorrect reply does not in truth agree with or dispute the original statement in any way, shape, or form.
It actually contradicts itself--the first part of the statement says there is no problem, while the last part proposes a generic fix to the "non-problem."
It doesn't follow the rules of debate and discussion, and thus should never be used.
This topic is often a good example of how people are more emotional than reasonable.
Someone will complain about all the things they don't like about DND, but when presented with alternatives balk and stick to DND. The devil you know, the comfort of the familiar, whatever.
Which is fine, I guess. We all do that kind of thing. I'm just as emotional as anyone else.
Learning a new RPG system is a big time sink. Maybe if you keep searching you can find one perfect for you, but it's easier to stick with the most famous one that everyone else already knows, and then add in tons of homebrew to fix the flaws.
You'd be surprised how fast and easy to learn TTRPGs can be. Compared to what's available, DnD 5e is actually on the crunchier side (upper mid range overall)
That's exactly why I used the SRD for years. I only ever bought the books for the lore after seeing them in the store and seeing they had more than just rules in them.
Picking a ttrpg system (or a computer game engine) is about finding something that does as much of the work you don't want to do for you. If a system doesn't do much of the stuff you want it to, find a different system. If it does a bunch but has just a few things you don't like, it may still be worth spending some time fixing the parts you don't like. Or if the parts that are bad are also the parts you want to do for yourself anyway, then go for it.
There's arguments about systems because different DMs have different design strengths, weaknesses, and goals, and what you're looking for in a system changes from person to person.
And then the meta-rule for engine selection is, the best system in the world doesn't matter if no one plays your game. So if your party is only interested in D&D or rules light systems or whatever, don't let the perfect be the enemy of the good.