Thank you for protecting us from the horrors of ...
Wait, that's not protecting, that's Gatekeeping and toxic fandom.
Quite the contrary, this is a refusal to be gatekept. Something I like was changed in a way I certainly don't like, and now I'm being told that I can get out if I don't like it anymore.
There's a narrative going around the mainstream media that if you don't like a hobby and people won't change it to cater to you, you're being gatekept by a bunch of dumb bigoted nerds. Ignoring the obvious truth that if you don't like a hobby then you just don't like a hobby, several devs got in the habit of implementing new mechanics and tossing out old ones to appeal to broaden the appeal of their systems. This isn't inherently detrimental, but problems arise when the devs don't stop to ask important questions, questions like "what are the purpose of these mechanics", "what mechanics are an important part of the system's identity", "what mechanics does the current playerbase really like", "what mechanics are actually creating problems in gameplay and what is the best way to fix them" and "why were these mechanics used in the first place instead of something else". Unfortunately, the devs don't always stop to ask these questions, and the result is much like if an Italian restaurant started serving tacos and nothing but tacos. It doesn't matter whether or not the tacos are any good, it's still a slap to the face for everyone who used to go there because they liked Italian food. And if the tacos aren't good, well, that just means their vitriol is all the more justified.
Shadowrun was always a mechanically complex system, and the people who liked it appreciated it for being a mechanically complex system, even if having to stop gameplay to look up tables is a bit bothersome. And for 6e, how did the devs decide to tackle that last problem and a few others? By ripping out several mechanics and replacing them with a new, unasked for edge mechanic that is alien to the system and its whole history. Was the playerbase consulted at any point during this process? No, not even for playtesting. The simple truth of the matter is that 6e was made to appeal to people who don't like Shadowrun. Not people who like Shadowrun, not people who like Shadowrun but don't know it yet, not people who could potentially like Shadowrun, but people who just don't like Shadowrun. Because of that, I cannot in good conscience guide anyone interested in Shadowrun to 6e; I also cannot do that because people vote with their wallets. If 6e bombs, then the devs will go back to the drawing board and 7e will be made for people who actually like Shadowrun.
By all means, try to appeal to different demographics. Getting more people into the hobby is an objectively good thing for everyone. Go on making Anarchy, put out a second, improved edition of it. Hey, whatever, make board game or a collectible card game, I don't care. Just don't change the flagship product to appeal to people who were never interested in it in the first place.