Rick rolling is when you present a link and trick someone to click on it an it takes you to a music video of "never going to give you up." By Rick Astley
https://www.youtube.com/watch?v=oHg5SJYRHA0
That's the first time I've seen a link to that video with a description of what the video actually is!
I realize I didn't say what I liked... I also prefer the old system of rolling dice. Even though it is trickier to predict how much of a success you'll get, it's more fun to roll. Dice pools also tended to be smaller- 20+ dice pools in newer editions are fine if you're playing via computer, but sucky IRL. I'm not sure why, but rolling and rerolling 5-10 dice feels like less time than rolling 20 dice once.
I also preferred how perception worked. It doesn't really make sense to me how many game systems tie it to a skill, since I feel that it makes you skip over a lot of the exploratory parts of an RPG. But that's definitely a "taste" thing, since I'm sure some people prefer to just skip to the action!
My last like will definitely not be popular but I am glad that armor no longer soaks damage. I really hate the unkillable character. many a game was ruined for me in missions because someone who could basically not be killed sat down and wanted to just rick-roll through every encounter like a bull dozer. RIP, I will not miss you. Now, I do think they could have went other directions with the way they tried to change this in the rules. Ways that I would have liked more but it was something I felt needed to be changed and it is currently in my favorite changes list.
You are not alone. I feel like the High HP/High Defense archetype works a lot better in video games, since turns go a lot quicker. In a video game, if you do the same attack against a boss 5 times in a row, it could take only 2-3 seconds, and you aren't likely to get bored. In a TTRPG, if you're doing the same attack 5 times in a row without changing tactics, environment, or other aspects of the situation, it will get stale and the whole process will take much longer- I bet 15 minutes at the shortest with a very small group of players and enemies.
And on the player side, it also means that the player no longer has to think about combat. I get that different people enjoy different things, but with creating an ubertank, all the fun/challenge is during character creation. Once you get to the game board, you just do the optimized attack again and again. I'd call it powergaming if it wasn't the "assumed" thing to do for any Samurai in 5e.
Still, I wanted to say the things that I like about the different editions. I do like the conversion of physical damage to stun damage depending on armor.