Doubt it about the pendulum swing. If anything, the game is moving to an even greater level of "epic unkillable superheroes" play style.
My main beef with 5E is that there are way too many "story tropes" that get utterly broken by commonly available very low level spells. The game is HEAVILY geared towards a "Let's sweep all that Social and Exploration pillar stuff under the rug so that we can get to the next fight ASAP" type of playstyle.
Any "Gritty Survival" style campaign simply gets kicked in the balls, hard. Infinite Light Cantrips = No more light management required.
Tiny Hut = no more finding a good campaign site required.
Create Food & Water = No more hunting forgaging or fishing required, and deserts stop being any threat.
Mending = no more dealing with broken gear required.
Speak with dead = No more need to capture an enemy then interrogate him through good roleplaying, just kill him then "read its memories like an open book".
Actually needing to Travel somewhere? Nah. Overland Flight the party, Summon a few Pegasi, or outright Teleport.
Crafting stuff and needing to find, and roleplay with, a master NPC artisan? then waiting weeks and also payng him for his work? Nah that's stupid just Fabricate it in 1 round, for FREE. Basically making the wizzy the best uber artisan in the entire world, for all crafts, instantly.
Okay, there is some validity to your overall point that the game has trended to be less lethal - that's what the whole thread is about, and there isn't a lot of disagreement with the general premise. However, most of us are old and we were there for AD&D (some of us are still there for it), and we know that not every campaign was grim and gritty. Conversely, it is absolutely possible to run a grim and gritty campaign through 5e; we know, because people do it. So we are talking trends, not absolutes.
Also, your examples are exaggerated. First, not every party has access to every spell and ability, in either 1e or 5e, so just because something potentially exists means everyone has it or will use it. My current party doesn't have tiny hut (which also existed in a weaker but still useful form in 1e), create food and water (which also existed in 1e, and at the same spell level), speak with dead, or any form of fast transit.
Light management was not really an issue when we played 1e, either; everyone carried a bullseye lantern at first level, and soon as you could cast continual light you just put it on a bunch of small objects before you went adventuring and used them as needed.
Speak with dead certainly does not let you read the subject's "memories like an open book;" when you put that in quotations I was confused because that language is nowhere in the spell, which actually states the opposite: "answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy."
No players have ever summoned Pegasi for travel in my 40+ years of playing this game. Teleportation is a thing at high levels in 5e but inherently risky unless using a circle, which are rare, and so on. I'm not even sure what your last example is referring to; master artisans remain a thing in my campaign and most.
I'm just saying, maybe ease up on the hyperbole.
Also, I have found that 5e is much
more focused on roleplaying than on combat (4e would be your most combat-oriented edition, IMO). This may be less about the rules than the culture, though, as the rise of actual play shows has effectively acculturated a mass audience towards heavy RP.