Yes, rather than make fighters more fun, let's make both fighters AND magic users a chore to play.
Fun is relative.
My point, though, was that the MU types have been consistently unshackled as editions have gone by, and that might not be a good thing -- even for fun.
Look, if what people want is class fantasy without restriction, resource management based design is a terrible fit. Just let wizards cast fireball and let warriors smite enemies with abandon. That's fine.
But, if what you actually want is for there to be a difference between swords and sorcery in play, you have to choose how to do that. One solution is to make everything the same with different flavor text. A better solution, IMO, is to change the difficulties and costs of things relative to their perceived power.
I want a game in which the necromancer can summon something horrible from beyond the veil, but not if the veteran soldier turned adventurer stabs him in the neck first.
D&D never quite got that right, even early on, but has completely abandoned it now. Which is fine, but don't complain your casters are OP when you spent 3 decades unfettering them.