In just the one post DerekSTheRed quoted, I discussed three rangers. And I've mentioned many more characters than that over the course of this thread.
Please understand: this is not a reason. It's just you saying "The ranger is the way it is because it is." The ranger could have any ability whatsoever, and your argument would justify it just the same. That's why I keep asking why.
No it's not, it is what the class was created around. It's not about how it's always been, you just refuse to accept the answer. Specific enemies and terrains are the ranger. It has been the concept of the class since 1st edition, it is the whole reason the class was created. It is what separates it from other classes.
Literary characters are not always going to fit perfectly into D&D classes and they were not designed that way. You wanting to change a class because it doesn't fit a few ranger stereotypes from fiction isn't a good enough reason to change the class.
Let's actually look at the class and break it down.
1: Favoured Enemy - The iconic ranger's ability that separates him from other classes. They did nerf it in this edition because they didn't give the ranger any combat bonus. Still a good ability that gives the ranger flavour.
Natural Explorer: Basically "Favoured Terrain":
a: Difficult terrain doesn't slow down your group's travel. This is a very nice ability because it effects the "whole" group. Really goes with the ranger knowing his way around therefore he is able to pick the best and quickest path. Perfect for ranger flavour.
b: Can stay alert even if foraging, navigating or tracking. Basically no ambush. Great ranger flavour.
c: Stealth at full speed if alone. Great for scouting. Great ranger flavour.
d: Find twice as much food. Survivability is great ranger flavour.
e: Expert tracking. You learn their exact numbers, sizes, and how long ago they passed. Great ranger flavour.
f: You get three terrains by 11th level.
Fighting Style: Choose from 4 fighting styles.
Spellcasting:
Archtype:
Primeval Awareness: You basically get detect creatures in a 1 mile to 6 mile radius. Sure it doesn't tell you their location but use this along with Tracking and you are deadly.
Land's Stride: You can move through nonmagical difficult terrain unhindered and you get advantage on saving throws vs magical plants and movement.
Hide in Plain Sight: You become Rambo from First Blood Part II when he was hiding in the mud.
Vanish: Hide as a bonus action.
Feral Senses: Detect Invisible creatures in 30ft as long as they aren't hiding.
Foe Slayer: You get to add Wisdom as to hit or damage vs favoured enemies.
Can Favoured Enemy be done up a bit, indeed, but overall the class holds the flavour great and that is what's important.