Agree fully. Though in our campaigns, the magic items came and went, it was only the Staff of the Magi, the Vorpal Sword, Holy Avenger, for ex, that were 'signature elements'. Most of the time that +2 sword was dumped overboard for that +3 in a heartbeat. And heck, who didn't have a whole closet full of magic weapons, rings, armor and such. Unless of course, you sold it off.Possibly another difference, talking about magic items, is that in early DnD much of the character’s abilities would be tied to magic items. Adnd presumed about 10+ magic items per character. See paladin magic item restrictions to see what a restricted magic item list looks like.
So by fairly low levels my character and your character would be quite different. Not because of class necessarily but because we had different items.
Newer DnD with its much larger number of classes (including sub classes) takes that uniqueness away from items and wraps it into class.
It really does speak to this notion of players getting to choose how their character changes over time. In early DnD it was much more random. The PC picks up some item and that becomes a signature element of that character. Every paladin wanted a holy avenger. Every MU wants a staff of the magi. That sort of thing.
In 5e, it’s class that defines the character to a larger degree. And the fact that it’s far less likely to have multiple characters of the same class in a campaign.
Yup, it does seem that class is the defining feature now, and also provides a lot of the "magic" right into the class itself. Magic items feel either unnecessary, or maybe only relevant as a mcguffin or something to move the story along. And I'm still not sure how I feel about that. (That being said, I played in the Tiamat and Storm King's Thunder recently, and the DM handed out magic items willy nilly, and it was a total trainwreck, particularly in the hands of some characters.).
'