I can't really comment on 5e itself, only having looked at some of the rules for it.
But the issue you're describing sounds more like a difference in style. DCC tends to be more "open", open to what fits the moment and circumstances, open to frankensteining new ideas into a campaign, open to interpretation not dogma, open to exploration. This tends to be true of older games.
Meanwhile, many people find newer D&D (from this century) to be more about complexity of character features, and 'staying on track' in an adventure. The rules work a certain way and you will use the rules.
Meanwhile meanwhile, I played 3e as if it was an earlier game and never had any problems with it. It was comparatively recently that I discovered that many people took the 3e skill system to mean "You don't describe what your character is doing. Instead you roll a skill check, and then the DM tells you what you did and what happened". But me, I was still asking people to describe what they were doing to disable that trap, and proceeding accordingly based on what they said. I was running a 'new' game as if it was an 'old' game.
Long story short: It may not be the system, but the way he's running it that's putting you off. He may be worried about the 'rules' instead of doing whatever it takes to keep the session moving. IF that is the issue, switching systems isn't going to help (or perhaps, not that much).
I wish I could point to a single thing and say "This! He just needs to read this and it'll all be fixed!", but I can't... I'm trying to dredge up the name of a blog that's been silent for awhile, but had great food for thought on this subject. If it comes to me, I'll chime back in... The Alexandrian has some excellent GM advice from time to time, but that's not the main one I'm thinking of... Also Raven Crowking's Nest is recommended as well.
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.Playing RPGs since 1977
• Quasi-occasional member of the Legion of 8th-Level Fighters.—Here Be DCC Monsters—VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L15, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1
SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 5, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1
TARR, C, Hunter, S14, A11, Sm15, P13, I8, L8, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com
TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com