There are some other issues with save-or-suck spells:1. Magic is rarer, but its back to being "I win" buttons. Its just a button pressed far less often than it was in 3e or earlier. While there are no save-or-die spells, save-or-suck (hold, charm, sleep) all still work like you remember them.
1. Many have a concentration-based duration. That means (a) you can only keep one up at once, and (b) if you do, you don't have a powerful concentration-buff on yourself at the same time.
2. Others are hit-point-based, such as Sleep or Color Spray. That means you don't use them to win a battle before it has started, rather they become finishers.
3. Many also provide new saves each turn. Saves that generally are easier to succeed at than in 3e, because casters don't get their DCs up into the stratosphere.
All in all, save-or-suck spells tend to be more useful as a divide-and-conquer tactic rather than as an I-win tactic.