You touch valid points. I wonder if it's not because the target market has less time to play now, but loves to spend time making potential builds, with non-random advances allowing to plan a path. New players might be adverse to not being able to control how things evolve, and the new systems cater to that.
Personally, the random advances create a story closer to life, and makes for amazingly rare stuff actually occur out of nowhere. Your parallel with Bloodbowl is accurate i think. But yes, sometimes odds do not favor us, and we have to bite a bullet.
One big issue i find with the new version is the burden dropped on the shoulders of the arbitrator. The quantity of rules to know and amount of "agreements" required to work out the balance of it is astounding. I had gathered -everything- the new game produced up until 2021, from cards to forgeworld kits...and by the time i was ready to start the campaigns, i gave up and sold everything. In comparison, back when I ran campaigns fo the ORB, i had time to run a gang of my own at the same time without a fuss -and- play Mordheim and Blood Bowl too. We had a few house rules, but the new NCE ironed out most of the kinks. I really wish it was more known. I'd encourage players to buy the new models, and hell, buy the new books if they want the lore and artwork for inspiration, but by all means...use the NCE to play it!
Lastly, i've always seen Necromunda like a Mad Max 2 skirmish game, not Tier 1 DEVGRU operators hitting the slums. BS 2+ gangers should not be normal for anyone, it should be feared and coveted when it occurs. I like the fact that success is hard to get, and that each ganger can evolve into their own thing, rather than on guided-rails to army-standard optimal effectiveness.