D&D relies very heavily on discrete rules components - generally presented as either spells or magic items. This has been a feature of the game since its inception. 3E, 4e and 5e change this only insofar as they use structurally similar rules components to represent other abilities also.Sure, the DM's job is to put a stop to loophole abuse. And the game designer's job is to not put loopholes in their game in the first place.
I know, the common argument is "to close all loopholes, you'd need a tome of massive size" or somesuch, but some of these things are just obvious- like allowing spirit guardians to damage someone for moving up to them?
That's just asking for someone to build a "turbo cleric" or give a Monk a ring of spell storing and other such shenanigans.
"Because there's a DM" is a terrible excuse for shoddy rules.
Trying to ensure that these are balanced across all possible instances of use is very very hard. Maybe Spirit Guardians should have a once per turn or even once per round limit - but for what WotC regards as the typical group, maybe its more fun to find ways to occasionally boost the damage output by finding (what are for that group) clever ways to get a target into the AoE twice in a turn.
The fact that this is also broken for more optimising groups is a side effect that gets tolerated in order to achieve the main design goal.
I would say that if you want a more tightly designed RPG - in terms of technical design, not WotC's cleverness at designing for their markert - then you need to move to a smaller game that is more specific in the sort of play experience, and hence player base, it is aimed at. Whereas if you're a highly focused or technical RPGer who is using 5e D&D as your game, you're going to have to recognise that it will have these elements that aren't perfectly suited for you, because they were designed for a more "casual" sort of RPGer.
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