It comes down to how the game plays. A scout type pretty much regularly goes off on their own regularly becoming a party of one each time. For someone sneaking off to scout darkvision is a huge boon.
Let me repeat my earlier sentiment: "D&D is a group activity that isn't improved by one scout playing solo while the other players sit on their hands, so it's best the party explores together."
Let's assume dungeon masters properly puts a cork in the plans of any player to hog more than his or her share of the spotlight by creating a character capable of sneaking ahead of the party. This means the value of being the only character with darkvision is reduced.
If we then make darkvision more expensive and/or difficult to get, we get the happy result where the price of darkvision is increased while its utility is decreased. Happy in that darkvision should become less attractive, which in turn makes it even easier for DMs: not only does it become easier to avoid having most of their players do nothing while solo players have all the fun, it makes nights darker, and full of more terrors!
(That the group might tire of being limited by light sources is another thing entirely. By fifth level or so it's entirely okay if the group carries around half a dozen scrolls of
Darkvision or even buys Goggles of Night for everybody. The point is that many lowest-level adventures become better if darkness isn't trivialized already at level 1)
I agree that it's too easy for everyone to have darkvision in 5e without even trying
At first blush your comic appears to say "humans should not hold the rest of us back".
But actually, the real problem is "there are too many heroes with darkvision".
The only reason the "holding us back" sentiment exists is because it's too easy for everyone to have darkvision in 5e without even trying, just as you say. In AD&D, gnomes and elves did not have darkvision (or even infravision).
When only a minority of the party has darkvision, they're not "held back". Instead their darkvision is reduced to its proper value - coping better when the lights go out, being able to pursue a fleeing monster into darkness, and so on.
What the 5E developers failed to realize was exactly what the comic illustrates: the pitfalls of making darkvision the norm rather than the exception.