I don't want to play OSR either.So I should have been more specific - the problem you have seems to be modern implementations of D&D. Sounds like you want to play an OSR version of the game. There's not a lot that can be done about that, we're never going back to TSR D&D.
I thought I was very clear.
WOTC gave casters a lot of buffs over 3 editions and few drawbacks to counteract with the large amount of buffs. In order to balance the buffs, WOTC extended the dungeon schedule to needing ~7+ medium encounters of strength or ~35+ offensive rounds of combat to stretch out the power by enforcing a long adventuring day.
This stretched out schedule doesn't match every 5e fan's idea of each adventuring day. It's too long for wilderness adventure and way too long for urban adventure. And it doesn't work with Monster of the Week nor Heavy Narrative play well either. It's too long for one size fits all.
I'd prefer that if WOTC gave casters buffs, they're introduce defined weaknesses that match the specific caster's tropes. AND make defying those weaknesses hard. I want every class to have a defined weakness in this team based game.
This way the whole game doesn't have to warp around the tons of buffs caster got.
But that will likely not happen in 5e as those in WOTC can't help themselves in creating new spells and magic subclasses and are afraid of monetary losses of change.