so new abilities that you gain are nothing?
Only if you're actually gaining any...which almost always requires you to be specifically a spellcaster of some kind. Fighters, Barbarians, Rogues, and to a certain extent even Monks? Most of the time, all you get are more uses of what you already had, or the 4th/5th/6th-string option when you'd already chosen the top three. Even Paladins and Rangers often barely change across levels, especially if they're not really into the spell thing.
Several classes
barely change from level 1 to level 10...and that's where most games stop. Unless, as stated, you're a spellcaster. Because spellcasters always get The Most Toys.
inflating HPs are a problem, maybe add more attacks to classes or more various riders to attack.
Or, hear me out, maybe consider other approaches to growing power besides inflating damage and then inflating HP to match (or vice-versa, whichever caused the other doesn't matter). Maybe there actually was some
value in 1st-level creatures becoming effectively unable to hit high-level characters, and that value very specifically was being able to SEE that you had attained greater mastery if you fought something like that. It's obviously a sometimes food, but even sometimes-foods have a place in a well, er,
constructed diet, since I know the seven-letter B word causes people to break out in hives around here.
more attacks vs more HP is better than few attacks vs less HP.
Is it though? Again, this sounds to me like
insistence rather than
evidence. You've declared a thesis with no evidence.
In my experience, players don't
feel much different making three attacks in a single round than rolling one, and splitting the damage up into small chunks makes it feel smaller than it is. But they feel quite a bit different rolling a single attack and doing a bazillion damage, especially if you don't do as 5e did and make crits double-roll damage (because I've seen PLENTY of snake-eyes crits in 5e, my own and others', that aren't even as good as an average attack.) 4e's rule on that front was absolutely both simpler AND more impactful (crit = maximized damage). That very thing is one of my best pieces of evidence that 5e didn't actually have simplification as a core goal, it merely deployed simplification in some places and not others...often to its own detriment, e.g. the fact that so many monsters are dull fat sacks of HP.