And like I said, most of them are better controllers than Fighters
Low bar. Fighters are more about damage, and they are far and away better at that than 2014 Monks. That's why I said one of those two things. 2014 Monks still suck at control compared to pretty much any other class for whom control is their MO.
A 2014 20th level Fighter gets 8 attacks with action surge. With a 2d6 weapon those are going to do 96 damage if all hit and if the monster is not resistant, which a lot are at this level and he can do it 2 turns in a row.
You intentionally neglected A LOT of other things that add to the Fighter's damage just to make the 2014 Monk look better than it is. Great Weapon Fighting, Great Weapon Master, Superiority Dice, damage bonuses from any magic weapons the Fighter is likely wielding at 20th-level. Moreover, Fighters have ways of making sure their attacks actually
connect (i.e. Precision Attack from Battle Master, Samurai Fighting Spirit + Tireless Spirit).
Not to mention that with 8 attacks, even some of those hitting nearly always ensures you're going to do some solid damage as a Fighter. Not nearly as true for the Monk.
A 20th level Long Death Monk can do 120 in turn 1 and 98 in turn 2.
Only if the enemy fails its CON save, and CON is the highest save by far for monsters you fight at 20th level. Legendary Resistance is also a thing for most things you'll fight at that level. So those numbers are a lot more likely to be halved. Also many things at that level (fiends, especially undead) are resistant to necrotic damage. Oh, and after you blow all your ki on those two rounds? You're useless until the next short rest, stuck with nothing to do other than your basic two weak unarmed attacks and your Martial Arts attack!
A 20th level Drunken Master can do 73.5 for 20 straight turns
Only against multiple targets. Good luck being in a situation in which you're going to be surrounded by 4 enemies every turn to get all those attacks.
Quivering Palm is 3ki and does a minimum of 55 damage, with a failed save it kills any enemy.
That you need two whole turns to set up. Which I mentioned before, so convenient of you to ignore that. And against a boss (which you'd normally want to use such a thing on) is not likely to kill considering that boss likely has Legendary Resistance. Also, again, CON save, which is bad at high levels.
Compare this to FOB which does 10.5 or 31.5 over 3 rounds if you spend 3 ki and hit every time or Stunning Strike which usually does nothing at this level.
At 17th level, which is when you get Quivering Palm, Flurry of Blows is actually adding 21 if all hits connect, since you conveniently forgot to add ability modifiers to the damage of those hits. Over 3 rounds that's 63 from Flurry itself, plus the damage from your Attack action which by the way you're not getting to use on the round you trigger the Quivering Palm damage.
Tranquility is a permanent Sanctuary every day until you break it and it costs no resources.
I know what it does. And I also know it has no practical purpose whatsoever. Which is why it got replaced in 2024.
Wholeness of body heals you 60 points at 20th level and uses no ki.
Takes a whole action. You're not attacking that round. Also only 1/day. Sucks.
The term "better" does not mean awesome when you are comparing it to something that is not a good high-level feature. Some of the features I listed are awesome, some are not, but all of them are just GENERALLY better than FOB and SS at level 20, but that is not a very high bar.
None of them are awesome. And yeah FOB and SS suck, that's why they (well FOB anyway) got improved for 2024.