It has felt as though some of the classes have become more magical over time.
The barbarian is recognizable as the feral warrior you'd expect if you look at their core abilities, but that changes with primal path (which is the whole point of subclasses, of course).
The bard has become more magical as well. I long for the days when they were more rogue than wizard.
I'd say most have become more magical because GM usually restrict non-magical abilities to what is "realistic". This is supported by the ruleset, though I dont' blame anyone for this: in 3rd edition, you could hide in plain sight or balance over a cloud, like any self-respecting wuxia warrior, but it's no longer supported with the narrowed DC values necessary to accomodate both bounded accuracy and the wild swing of the d20 -- if you determine that it's DC 25, any starting character could do it once in a while, and if you set it to DC 40, nobody will, ever.
We generally agree that wizard can do anything "because magic", accepting models like Merlin, but somehow we have difficulties accepting martial classes modeled after Siegfried (single-handedly defeated an army of Danes to prove his worth to his father-in-law), Samson (though this one was blessed, he isn't "magical", and he killed 1,000 Philistine warriors with a lousy 1d4 improvised weapon) or Diomede? Why can't a fighter pin a chariot in full-course with an arrow (Vishnu's chariot in this particular case) or support the weight of the sky for Atlas to have a coffee break? Being reluctant at even the incredibly modest feats of athletics usually displayed in swashbucking movies (like using handaxes to climb over a drawbridge by pulling oneself as part of the move action) results, IMHO, in players wanting to play more magical, ie, less restricted, classes.