I think Daggerheart is interesting in some ways but I think it's very much tailored to what CR wants to perform rather than what makes a fun game at a table. The mechanics make for predictable narrative peaks and valleys, which give guardrails to DMs with weaker narrative skills. The tradeoff being a more narrow range of outcomes, which is most of the fun in rolling dice.
CR productions have a lot of issues, but I don't think Daggerheart inherently has those deficiencies baked in. Their main problems stem from trying to scale voice-actors-at-a-table into a multimedia empire with sprawling IP. They can all make and perform a good character, but a bag of strong character concepts doesn't turn M. Mercer into R. R. Martin.
Publishing a system without that IP baggage was a good/necessary step, Daggerheart will flourish or flop on its own merits. Hopefully it at least breaks DnD dominance a little more and gives room for more independent publishers (can't resist a bump for Quinns Quest here)