Earlier quoted context omitted.
I really, really wish it did. Here's just one concrete example: real-time point-light shadows in the Universal Render Pipeline. URP is the new 'default' way of rendering, the old renderer is being phased out, this is the new way of doing things - as you say; technical debt as they re-engineer. But how horrid has this process of eliminating technical debt been? You've got Unity proudly announcing that URP was 'product…
That's pretty bad, but I'd still file that under "too-hastily deprecating things before the new version is at parity". Not that it isn't a huge issue, but could it be a temporary issue? Is the newer one, in theory, on a good track for the long-term?
I guess everyone has different tolerances for what may technically be a 'temporary issue.' Yes, I have no doubt that all this engineering will lead to a better, more stable Unity, but for right now I actually have to somehow write real software and ship something to paying customers.