In all seriousness though, non-magical 5e martials can get pretty crazy, but mostly due to general rules of the system, not their own class abilities. When you can survive
being bitten by a moon-sized monster, or shrug off an explosion
that's like a small nuke, it's hard to say you aren't powerful, but the moment to moment gameplay still ends up being walk over to an enemy and beat them up until they die. There are some abilities like Evasion and Deflect Missiles that let you do crazy things like grabbing a bullet out of the air or dodging lightning, it'd be cool to have more of that.
There are some subclasses with more options like Rune and Echo Knight, but non-magical ones could get some more evocative abilities, Battlemaster always felt too limited to me.
Been playing D&D 3.5 for a bit, and I'm not a big fan of it, but the martials there have some cool abilities. Our Fighter can walk up to an enemy and shatter their steel weapons with a single blow, another one could crit nonstop, we had a Barbarian that bullied large bosses by just tripping them repeatedly (which you can do in 5e as well, but being tripped in the system is less of a problem than in 3.5).
In PF2, you can trip and grapple huge creatures from level 1, intimidate people with a stare, and even kill them with a word at high-levels, resurrect people with just your medicine skill, squeeze through solid walls, stomp to create an earquake and steal someone's underwear without them noticing.
In PF2, I've found it pretty balanced between martials and casters once you leave the first few levels. 3.5 casters feel so busted that my 8 con, 7 dex, 12 wis Druid was the MVP for a while. In 5e, I think it's mostly fine if the casters aren't optimizing much, but just giving martials some cooler abilities would help a lot.