MuhVerisimilitude
Hero
The way 5e is currently designed fighter is essentially the only way you can play a martial character that isn't weighted down by excessively specific flavour. Assume for a second that you don't know too much of the specifics of the system and you only hear the names of the classes and you want to play a fighter-type character. The inspiration? Could be anything, really. Characters focused on using melee weapons are quite common in fiction.I am truly a miracle to behold. I can simultaenously be incomplete, meaning I leave a lot of stuff out, and yet have data that I can heavily massage it. Behold my works and tremble at my might!No. Dude. Gloomstalkers are seen as overpowered by many due to their alpha strike extra attack at 3rd level that stacks with multiattack. Optimization guides have shown that you can build very powerful versions of other rangers at the mid levels. They have many abilities that do not excite or seem powerful (except conditionally), but they are just fine overall - although some designs, in particular the Beast Master, need work.
You claim that people are suffering through the playing of fighters. I see people revel in it. Look at Critical Role. Their most seasoned player elected to play a fighter in their third campaign. Is he having fun? Absolutely! I've seen dozens of people choose to play fighters. I've played fighters. None of them (and certainly not I) suffered any coercion, or felt like it was a bad choice.
Survery results, from multiple sources, disagree with you. My personal experiences - which are substantial in nature and cover a wide spectrum of play groups and styles - disagree with you. When confronted with countering evidence, your response is to ambiguously claim the data is simultaneously skimpy and heavily massaged without any support for either of the conflicting arguments.
I think my argument was concise and directly on point - the numbers show people play it more than any other class despite having wide options available to them.
Let's be crazy and take Tanjirou from Demon Slayer. We want to make a character waving around a cool katana and killing demons.
1: Monk is obviously kung-fu stuff and is out.
2: Barbarian is out because the implied flavour is obviously primitive and uneducated. People might make associations with tribal life.
3: Ranger is out because weird nature stuff.
4: Paladin is out because it's heavily religiously flavoured and that does not match many fictional swordsmen.
5: Rogue is out because we're not making a thief.
Yeah you can circumvent some of the above objections by allowing reflavouring, but that's not necessarily going to avoid the issue I'm getting at. People have some particular idea for a character in their mind, and obvious mental images will jump at them as they consider the list of classes.
Fighter is the obvious choice for the character because it has the least amount of specific baggage.
Think of it as a default case. There's pretty much nothing to "object" to.
My point is that people pick it not because it is the epitome of martial design, but because unlike less popular classes like paladin it doesn't reject players through uninteresting flavour.