There will always be spells that are a problem for a certain Campaign/DM/Playergroup. No edition of D&D will ever solve this.
And smart DM's will do what they have always done, which is castrate/remove problem spells which adversely effect the gameplay of their campaign. I'm really not even sure why this is such an ongoing discussion on this forum. There are such a plethora of ways to deal with the issue from the mechanical (What? Your teleport didn't work? I guess the area you attempted to Scry was under a powerful illusion or enchantment), the diplomatic (listen buddy, its a deal breaker for me to DM for you if you are going to constantly try to find ways to abuse my campaign, so we're going to pretend X spell isn't castable if you want to keep gaming with us), or the downright nasty jerk (oh, your attempt to summon the Dark God through your Gate was scrambled by the mighty "Artifact of X", and your Wizard is disintegrated. If there was anyone in the world who could cast Wish, we could maybe get him back but I'm afraid there isn't, go over to the corner and re-roll).
I've never had anyone leave one of my campaigns over my removal or "nerfing" of a spell I didn't like from a DM'ing perspective, but even if I had, it would have been a small loss. Or really, some kind of gain.
Sure there are groups of players/DMs who love Teleport Without Error/Scry/Gate/Wish etc etc, and more power to 'em. I'm just saying, if you are offended by any particular spell, it's about a one minute long discussion with your group about how it will effect the enjoyment of the campaign to remove it.