I think there's still room for nuance. You shit on 50-post world building series, and I'm with you; a lot of us are disinterested in your heartbreaker/character/campaign report unless you can reframe it entertainingly, which few people do, BUT I am interested in the nuts and bolts of your world building/character building/game design. If you're trying out something that's been gone over a thousand times to the point of being accepted as dogma, say dungeon loops/Jacquaying the dungeon, and you go through it step by step with illustrations, and then bonus points, try it out in the wild and find out it doesn't always work or could use further refinement or you find and discuss niche cases; THAT's still interesting.
Old stuff like the Quantum Ogre for example need to be kept alive and relevant and should be disected and discussed. Older stuff like the intentions of the game's original creators and the evolution of those rules and the spirit behind them are mechanically interesting. They just need to be maturely discussed and not gate-kept. You can prefer playing the game one way without violently rejecting all the other ways. Say something like a resource game just works better in an older system. Instead of rejecting everything else out of hand and cutting people out of the conversation, why not discuss what made it work? Why not discuss how it could be made to work (maybe not as well) in other editions or systems?