Because people want to play Conan (from the movies, not the books), Hulk or any other representation of the naked angry guy but if they were just fighters it would mean they would be worse than fighters who do the sensible thing and wear armor in addition to their big, two handed weapon (and rightly so).
Thus they got their own class to make them equal to sensible fighters.
Which is fair enough. But people playing Conan from the movies
aren't playing him from the books.
Hulk is just epic level. Outside of being green, he just punches people, smashes things, and throws large objects. Cut down the power level and it's classic barbarian.
Outside of being green, being almost planet-crackingly strong, being able to clap his hands for an AoE attack, and more.
And sure if you take away all the supernatural powers Hulk ceases to be supernatural. Or recognisable as The Hulk.
Yes. That's why I say it abandoned the concept. 5e gave 2 subtly supernatural barbarians then then poured flashy magic down the class's maw. 4e started with flashy magic in the base and forced you to maneuver to not be reliant on it.
And as I say it didn't abandon the concept any more than 5e abandoned the life cleric despite the life cleric being core. It put it front and center in the PHB, making it central and the default choice, including being the only choice in the SRD.
Far from "abandoned" it takes pride of place. It simply doesn't get
all the barbarian stuff because there's a lot of merit in the primal barbarian. And no you didn't have to maneuver in 4e except by picking fairly basic options in character creation. What more do you want here?
The anti-magic Barbarian plays in to the “Nature v Civilsation” Motif where corrupting magics are an aspect of urbanisation and civilisation and the simple Barbarian represents the more honest, unadulterated purity of nature where a person must rely on their wits, common sense and physical prowess to overcome challenges and deceptions.
The Barbarian is thus
- unencumbered by the artifice of civility and manners
- easily duped yet ultimately able to see through illusions and lies
- able to resist false words and suggestions that go against their true nature
- able to subsume fear and turn it to advantage
- able to shake off magical effects by sheer force of will
If you look into most mythology then magic is on the side of nature rather than civilisation. And things like cold iron that repel magic are products of civilization. The "anti-magic barbarian" is nowhere near as thematically resonant as the anti-magic fighter, relying on guts, wits (which raging reduces), cold steel, and physical prowess to defeat magic.
You neither want nor need rage for this archetype and tying it to outlanders with closer connections to magic than ordinary people rather than relying on their own skill makes it less rather than more resonant.