Lessee, btw, I'll bite. If we find more than 4 problem spells in this level alone, will you concede the point Ahn?
No. If you prove that the concept of level 4 spells itself is unbalanced, that any spell of that level makes a caster completely broken and is meaningfully disruptive to the majority of D&D players, then I'd be convinced the system needs to be changed. Otherwise it's just about fixing spells. 3.5 did a great job of fixing recognized problem 3.0 spells, and PF did a great job with 3.5 spells. Each new incremental revision recognizes and fixes a few issues.
Black Tentacles - very powerful spell, signficantly more powerful than most other offensive spells of the level.
Probably in need of an errata. Too many grapple checks for one spell. I've never seen a player actually take this spell, perhaps because they know it's cheese or perhaps because they don't want to make all those dice rolls.
Solid Fog - very, very effective crowd control spell - all targets limited to 5 feet per round movement, no save, no SR. 20 foot radius means you've locked down a target for 4 rounds.
Useful in some circumstances, but hardly game-breaking.
Scry - game changing spell.
Game-changing? Yes. Game-breaking? No. There is abundant (and good) official advice for DMs to sensibly manage divinations.
Charm Monster - Save or Die, effectively.
Save at +5, IIRC. And you're not actually dead. The battle is either over amicably, or you keep saving every time your allies get attacked. Charms are borderline useless in combat, and illegal in most civilized areas. They're a decent niche spell, not game-breaking by a long shot.
Animate Dead - largely unlimited source of meat shields. Yay, I don't need the fighter anymore. As I recall, skeletal hydras are a fav here.
The skeletal hydra can get stupid (and is a corner case; it's hardly a given that a hydra skeleton is available), but this spell is essentially a source of expensive crappy meatshields. Nor can a wizard do much with undead. Even clerical necromancers are hardly unbalanced with their better spells and turning.
Polymorph - ok, obvious issues here.
Yes.
How's that for problematic?
You've given me a list of spells that, for the most part, aren't even worth memorizing relative to direct damage spells. The only legitimately problematic ones are Polymorph and Tentacles.
So, you don't allow x3 critical weapons in your game Ahn?
I don't tell players that they only work once a day but the player can decide when.
And, do you have similar issues with the 3e power systems like that of the Bard (why can he only do bardic music X times/day) and barbarian rage powers? Or any class which has /day (or /time period) powers? Because, AFAIK, every single edition has had classes with that limitation.
Issues? Yes. It's a crappy balancing tool and creates metagame pressures and bookkeeping distractions. For barbarians (and knights), that stuff is implausible and I just gave up on trying to make it work and changed it. Frankly, my players deserve better.
You're right that it was present in every version of D&D. However, it was not present in every class.