I suppose the obvious question is "which street?" The way I see it, there are a few pretty huge generational splits in D&D, less determined by actual age group than by when they got into the hobby. Outside of the OSR, the most vocal players online are the ones who got into the game in the last 5 or so years, basically the 5e generation. I'm not sure how representative of the average they are, though. Lots of the older players just quietly run their home or VTT games without getting involved in the e-drama around the hobby. It's just that the OSR people are highly motivated, and the nu-schoolers are of prime social-media age, so those two groups make up the online conversation.
This gives me an excuse to expound on one of my pet theories, though, so I will. I think you can tell quite a lot about a player by looking at what their fictional influences are. These set a person's expectations about what fantasy should be like, as well as what kind of tone and structure they gravitate to in their games.
The first generation of D&D players, that got into it in the 70s and 80s seem to be primarily influenced by classic fantasy literature (Howard, Leiber, Moorcock, Anderson, Zelazny etc), as well as by 80s fantasy films like Krull, Conan and Beastmaster. So the games they made --and are still making-- are all about recreating that gritty, sleazy sword & sorcery tone.
My own generation of players that joined the hobby in the 90s and early 00s were heavily influenced by the fiction produced by that first generation of gamers. So books by Weiss & Hickman, R.A. Salvatore and Ed Greenwood, as well as computer games like Diablo, Baldur's Gate, Planescape: Torment and Dragon Age, and the Lord of the Rings movies. Pretty much the peak period for that kind of "elves, dwarves and wizards" high fantasy that D&D is associated with, and that is very much the kind of game that 2nd and 3rd edition are.
The late 00s and early teens seem to be a bit of a dead zone for people getting into the hobby, what with the failure of 4th edition and all. As for the current generation that got into the game in the teens and up to the present, I'm a bit out of touch, but their chief influences seem to be things like Harry Potter, DC/Marvel movies, anime, and TV shows like Adventure Time, Supernatural and Avatar: the Last Airbender. Mostly pretty light fare, with an emphasis on colorful characters and flashy powers. I think that maps pretty cleanly onto the culture surrounding 5th edition.
Of course, these are broad generalizations. There are outliers in every generation, and lots of crossover between generations, but I think the broad trend runs true.
To tell an anecdote, my running group of mostly grouchy old boomers has one newer, younger player in it, who incidentally spends a fair bit of time complaining about the wimpy nu-schoolers in his other gaming group. The guy is a second-generation D&D player who grew up hearing about the game from his dad. Outside of playing TRPGs, he's into Dark Souls and old-school CRPGs. When he wanted to run Traveller, he went digging through 60s and 70s sci fi movies and books for inspiration. I would guess that's fairly typical for the profile of those newer players that are willing to step out of the 5e comfort zone.