My fiancรฉ, friends, and I who design TTRPGs together discuss often how we genuinely believe that D&D being seen as the "entry" into the gobby contributes to 1.) why many people never try other TRRPGs, which contributes to 2.) why D&D is still the best-selling game in the industry by an order of magnitude. Granted, many other factors play into that second part but we really do think the first issue is not an insignificant factor.
If the first game you play in the hobby is very complicated, has a lot of rules you have to memorize because they aren't translated anywhere on the character sheets, and thus takes a serious amount of time to both learn and play, of course the idea of playing a different TTRPG is going to be intimidating. Why waste your time learning another system that might confuse you when 5e can be adapted to any story, any genre, anything you want ever*? Like, sheesh, is it any wonder so many people struggle getting into the hobby at large and why there's a "GM shortage" when that's seen as the standard?
Anyway. Play indie games (because, let's face it, unless you're Wizards of the Coast, Evil Hat, Plus-One EXP, or a few scant others, most of the hobby is indie-published; surveys have shown that even Evil Hat and Plus-One don't make the kind of money WotC does). Look at Zine Quest in February on Kickstarter, where hobbyists publish their own games. Look at the zine section of your friendly local game story. Scrounge around on itch.io to see what looks weird and cool. Try games like:
Ten Candles (tragic horror in which you light 10 real life candles and all of your characters die when the last one burns out)
Apollo 47 (silly game about fixing things on the very mundane Apollo 47 moon mission - make up your own technobabble! Easily played while waiting in line or for the bus)
Thousand Year Vampire (solo journaling game where your vampire lives so they long they forget what was important to them)
Glatisant (duo game where one player is the knight errant and the other the questing beast on top of a map made of cards)
Fortune Seekers (globe-trotting treasure hunters take on big bad guys to save ancient relics - the intro book comes with an adventure AND all of its puzzles on fancy papers!)
And that's just a handful of games, some that have won indie game awards and some that barely anyone has heard of, but all of which I have played recently and had a lot of fun with. Many zines are like 20-40 pages, chock full of handmade art and stuff like "how to roleplay a character" that take up space. Often all of the actual game-specific rules fit only on a fraction of the page count and are easy to learn.
*A common concept among 5e hobbyists that I just don't jive with with - imo mechanics should reinforce game feel, including story, genre, and character - but to each their own.