This is not good game design. The concept of having some players' characters being mechanically superior than others has been used before in games like Arse Magica, but that required a rotating stable of characters and the assumption that everyone would get their turn playing a wizard.
It does not work in a game like D&D where players are generally playing the same character for extended periods, and particularly when the power discrepancy manifests in entire areas of the game where some characters get far fewer options, rather than just slightly lower numbers.
It is still entirely possible to play D&D and have fun even with a power discrepancy between classes, but it is
despite that issue, not because of it. A player who wishes to play a less effective character can always do so by playing that way, rather than by having it forced on them by their class.
It is also entirely possible that a game may have a wizard that is not "all that". A wizard that concentrates on combat spells, doesn't try to target weak saves, or just chooses to concentrate less on one of the pillars of play probably isn't going to come off better than another caster who does. If a game does a lot of dungeon-crawling, with lots of combat per day and tends to hand-wave downtime outside the dungeons for example, there probably is no discrepancy between casters as a whole and other classes.
However, it sounds like that is not what is happening here. You are fully aware that Wizards are in fact "all that", you just like it that way.