Others have already given good tips, but my advice:
* A level 10 wizard is
supposed to be able to shut down / trivialize an encounter when they use their biggest spells. As you said, occasionally having a spellcaster with Counterspell is fair game, but doing this all the time is bad form. The same would apply to other strategies: don't try to have a countermeasure ready
every time or it will feel like you're invalidating what should be a powerful character.
* That said, sometimes you can have counterspellers, or casters with disintegrate, or even brutes with an innate Fey Step type ability, or a burrowing speed, or who can shapeshift into a creature with a burrowing speed, who can escape a Wall of Force. No powerful ability should be countered constantly, but no powerful ability should be 100% unstoppable either. Ideally, when the wizard has used one of his top level resources, monsters who can escape should have to use some of their precious resources to do so as well --- disintegrate is a 6th level spell, and getting an enemy caster to burn a 6th level slot would be a good consolation prize. But again, don't do this too often (and if the encounter is unimportant enough that wall-of-force-ing everybody and walking away is a viable option, just let them! Reserve your countermeasures for foes that need to be defeated.)
* Wall of Force usually can't take somebody out; it's a divide-and-conquer strategy. Neither side can target anybody on the other side with anything, but the creature(s) trapped inside still get actions, which they can use to buff themselves, so the party has a tougher foe to face when the spell ends. This is again an easier proposition for a caster than a brute, but monsters can have any abilities (or potions of growth/flying/invulnerability) you want. A potion of invisibility and the hide action is a good way to mitigate the 'readied actions when the wall drops' issue.
* Intelligent enemies who aren't trapped would know to focus fire on the wizard to make him lose concentration.
* At level 10, Wall of Force can only be cast twice, maybe three times a day (if the wizard uses arcane recovery on another 5th level slot). Make it tough to decide whether a given fight is the right time for it. Even if you're not in the habit of running a lot of combat encounters in a day as the norm, if you have one or two days where the PCs have to slog through a lot of combats between rests, they will think more carefully about going nova. Intermittent and unpredictable reinforcement is the best way to shape behavior.