It is completely up to the DM and the players to decide if particular content is "too" effective, doesn't have the right flavour for their campaign, offends their reality sensitivities or for any other reason whatsoever.
That said, I can't say I've really come across any particular content up about level 10 that is so game changing or OP that it is a problem that would require banning ... and some of the stuff that does seem quite powerful also seems to be generally accepted.
For example, a great weapon master/polearm master with 3 attacks at 5th level each potentially doing an extra +10 damage, similar ranged builds using crossbow expert/sharpshooter .. these are very powerful builds but I rarely see DMs banning them. On the other hand, healing spirit, whose only redeeming feature is that it does quite a lot of out of combat healing for a second level spell is consider OP and gets banned by some?
Paladin/sorcerer smite builds.
Sorerer/Warlock eldritch blast builds.
Some of these seem far more OP in terms of synergies in their capabilities than an individual spell.
Some folks seem to think polymorph can be OP when a front line is transformed into a T-rex.
DMs already manage encounters to make for a fun, enjoyable (but sometimes tense) game. None of these aspects of 5e are really so "OP" as to require banning or even modification (on the other hand, if the features don't fit your campaign or table playstyle then by all means remove them after discussion with the players).
On the other hand, why ban one spell? I haven't found a single spell that is in any way really overpowered. Healing Spirit (if that is the spell being discussed) is far from OP. The only "problem" with it is that it is typically more effective than other out of combat healing options and the possibility of letting everyone in a party receive 10d6 of healing (or 10d6+40 in the case of a life cleric multiclass) can be useful. However, what that usually translates into is that the base line of the next encounter is likely to be a bit more difficult that it would be if the party had not used the spell to restore hit points. The only DM who finds this spell OP is the kind of DM who has everything written down (including all monster hit points) at the beginning of the session ... and changes nothing as the play progresses. This is also the sort of DM who has regular TPKs when a streak of bad luck by the player characters results in failed saves and misses or high rolls by the DM results in a bunch of crits). A DM can never know whether the party will have full, half, or just a few hit points after one encounter going into the next. The only thing healing spirit might do is reduce the need for hit dice and/or short rests ... especially in a long rest dependent party. Short rest classes will want to take the short rests anyway to restore resources.