The mechanics aren't especially "nice". It has a lot of legacy jank (15 strength is what bonus?). 1d20+stuff vs target produces a flat probability, which is problematic.
it has a lot of assumptions deeply baked into the rules. You need the adventuring day, to rewrite all the powers, or sharply limit party composition, or it falls apart.
It's missing or has anemic offerings for whole subsystems - social conflict, meta game currency, succeed at a cost.
Character progression is very coarse. level up and a bunch of stuff happens at once. You can't make a character that has a shit load of sneak attack without also getting a bunch of HP and other rogue stuff.
The magic system is brittle and poorly defined. There's not really an expectation or system for players to make their own spells. You pick from a list. If you want to play a game about creating your own spells, it's going to provide little guidance. Also, most of the spells are about combat, with a handful about movement.
You can change rules, but after a certain point you're playing something unrecognizable as DND.
Most ttrpgs I’ve seen don’t play all that differently from DnD
Play more games. Even a basic traditional game like Vampire is a mind opener. No adventuring day. No levels. Social conflict. No attrition and resource management. These have a big impact on the experience.