The Dungeon Master's Guide, Xanathar's Guide, and Tasha's Cauldron affirm a similar sentiment.
The intro to the DMG echoes this sentiment, without using the phrase exactly:
The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game.
We also see in XGtE:
One rule overrides all others: the DM is the final authority on how the rules work in play.
Rules are part of what makes D&D a game, rather than just improvised storytelling. The game’s rules are meant to help organize, and even inspire, the action of a D&D campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of players to bring them to life and a DM to guide their use.
The DM is key. Many unexpected events can occur in a D&D campaign, and no set of rules could reasonably account for every contingency. If the rules tried to do so, the game would become a slog. An alternative would be for the rules to severely limit what characters can do, which would be contrary to the open-endedness of D&D. Here’s the path the game takes: it lays a foundation of rules that a DM can build on, and it embraces the DM’s role as the bridge between the things the rules address and the things they don’t.
And in TCoE:
1. The DM Adjudicates the Rules
The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group.
The ideas here are similar, but not the same. The official perspective put forward in the sourcebooks is decisively not "rulings not rules", rather something more like "rulings with the help of rules". There are too many rules, and too great an emphasis on their importance, in these books to say 5e is not a game of rules, but there is a clear emphasis here that the rules are a tool at the DM's disposal for organizing gameplay, and like with all tools, it is up to the craftsman to decide how to use them.