Do you remember what browser testing was like?
Remember the quirks of browsers’ different understanding of transparency, of z-index, of events, of DOM compliance?
I think the suggestion that getting it right could take a week in the context of a particular application is actually not particularly hyperbolic.
Mind you, I was doing cross-browser testing long enough ago that I am one of those people who can say they independently invented AJAX in-house.
The problem is that even without a framework, you didn’t have a blank slate (which would have been better). You had a moving target of blank slates, you had platform differences, you had drag vs touch-drag, entrenched older browsers and the simple frustration of testing on an array of real devices, all sorts.
Now, if you were talking about 2015, then it starts to get a bit flatter.
It's no accident that after certain complexity people will just go for a blank canvas (afaik Google docs is also canvas-rendered).
The problem is that for drag n drop you mostly want to support normal dom.
This is how I feel about global illumination. Game devs claim it's hard but they're just noobs who don't know how to write a lighting shader.
I'm not a game dev, but it can't be that hard.
serious question, why, when people from a field you are unfamiliar with tell you that something has particular constraints in that field, do you confidently assert that you know better?