The second is that the financial cost of keeping current on the adventures, splats, rules, and optional setting material is far lower than with 3.5's torrent of material.
That, in turn, means that the people who wrote each and every rule have final veto on whether or not material enters the canon of tabletop rulings and stats, and so it doesn't feel like it was designed by committee like later 3.5 materials clearly were. The first benefit is that Wizards' senior editorial staff and game designers, namely Mike Mearls, Christopher Perkins, Jeremy Crawford, and the editorial core of the Seattle office of Wizards of the Coast, write every major publication themselves after the mess of Princes of the Apocalypse.
This has had three benefits and one drawback of concern to the players who aren't obsessives who hoover up every single product of their favorite flavor of RPG like an air recirculator on a nuclear submarine.
As Wizards of the Coast learned their lessons with the 3.5 and 4th editions of Dungeons and Dragons, the release rate of books for the fifth edition has been substantially slower.