Well, I'd like to note that it was [MENTION=22779]Hussar[/MENTION] that had a problem with Phantom Steeds, not me. Secondly, I have never said that I thought 4e made magic just be on par with skills. It just spread it around more and made the really most revolutionary capabilities more limited and more high level.
The phantom steed stuff was showing up by mid-level-spread in 4e - it gave one ritualist the power to kind of negate what should have been an important part of the challenge of the game for all 30 levels.
4e's approach to magic isn't a panacea - it had the problems you're talking about. And in comparison, my experience with 5e does
not have those problems.
Your interpretation seems to make the spell useless. If not then its still useful, right? In fact it changes the attitude of the NPC to you. That has implications beyond skill checks.
Advantage on skill checks are the major use of that spell. The change in attitude to "friendly acquaintance" is little more than a fluff justification for why you have advantage on skill checks. It all means the same thing: you have advantage on skill checks to interact with the charmed person.
That has a use - you are now much less likely to miserably fail your skill check because you are a wizard with 10 CHA, and you might even get lucky! If you
really need to get past the guard, and you don't have the luxury of waiting around for the paladin, give it a try!
Outside of combat the rules are not nearly so rigid. Unless an enemy is looking for you, or you blow your stealth check by some really significant amount, there's no reason to suppose that an enemy is automatically aware of anything more than that there was a sound/smell/stirring dust/whatever from 'over there'. They might or might not investigate and if they do you could certainly still make another check to try to slip away. This is exactly as it worked in 4e, where outside combat it was largely up to the GM to weigh different factors such as the surroundings, the degree of alertness of the enemy, what sorts of senses they rely on, etc. While invisibility is no guarantee, it is a huge benefit when trying to sneak, and not just because it counts as a form of 'concealment'.
Blow your stealth against the ancient red dragon in his lair who constantly looks for thieves and you're probably in big trouble, invisible or not, blow it against some orcs that you're shadowing, not so critical.
That is some weak sauce noodly-armed limp toothless DMing, man. "You fail your check and nothing happens" is no way to fail a check!
And still, you could do the same thing with a rock or a hedge to hide behind - "you fail your Stealth check and nothing happens" doesn't need Invis to work! So the point still stands: useless as long as you're not in a barren room.
Only if I'm planning to stick around and care whether people know I bamboozled a guard with magic. If I'm exiting the castle with the Baron's funds its not such a bad idea.
If it might take you more than an hour, it is.
Plus, there seems to be this assumption that a charmed creature is somehow putty in the PC's hand - my guards don't let their
friendly acquaintances take a look at the baron's treasure. They'd be pretty awful guards if any friend of theirs could waltz in and do whatever! I've got friends I wouldn't trust near an open bag of potato chips let alone with
treasure.
You're kind of ignoring the rules to amp up the power of these spells, and if that's how you play, it's
no wonder your mages dominate the game. You're giving them all sorts of power ups that the RAW doesn't give them!
I'd think in almost any case where you're lost in a woods this would be quite handy, or are scouting for a fixed location, etc.
Flying doesn't mean you can find your way. You can see a hill off in the distance, it doesn't mean when you're back on the ground that you can do anything with that information - that's what Survival checks are for.
Beyond that I see no reason why you would need a check if you were say being levitated up to a balcony, or anything like that. Honestly, I haven't used the spell, but I can think of times when I would memorize it and a few situations where if I had it that it would have been handy.
The RAW says if you want to do anything more than move vertically, you've gotta climb - which means Athletics check.
I don't think our DM is particularly giving away anything. I just think the game we are playing is one where the action is pretty grounded. If you were wandering around in the real world with 5e invisibility on you, nobody would notice you, and likewise in our game. Now, obviously invisibility is something that is known to exist in the game world, so there will be SOME people keeping it in mind, but its still a huge boon.
Your table is reading all sorts of advantages into these spells that aren't written there. Your DM is making very generous rulings. You're running with Older Edition Instinct and gut-checks that make these things significantly more powerful than they're written to be. You're letting them bypass skill checks that they shouldn't be bypassing.
This isn't a problem if everyone's having fun, but it doesn't illustrate any flaw in 5e's design with regards to the power of non-combat magic.
It just illustrates that old habits are hard to break.