Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
Yup.I'd say that the reverse needs to happen more. A strength based low armour subclass of fighter. The thing is that there isn't that much clear water between the fighter and martial barbarian anyway. And the berserker takes the thing that makes the barbarian at all distinct from a fighter (rage) and doubles down on it.
Berserker could have been a Fighter archetype.
Something like this, a mix of Samurai and UA Brute.
Berserker
Fighter Archetype
Wrathbearer
At 3rd level, you can enter a trance-like battle madness called Berserk. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain temporary hit points equal to your level.
You can use this feature a number times equals to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Bearskin
At 3rd level, your skin is capable of enduring the hardship of battle. Your AC is 12 + Dex when you are not wearing any armor. Furthermore, the maximum Dex bonus you gain from Medium armors increases to 3.
Towering Presence
Starting at 7th level, your might and mien allow you to excel in social situations. Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.
Tireless Trance
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Berserker's Resilience
Beginning at 10th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Mauling Strikes
Starting at 15th level, you learn to trade accuracy for devastating speed. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Strength before Death
Starting at 18th level, your berserker spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.