Yeah, it grants you a save. If you fail it, you have to make a DC 20 Strength check as a full round action to be able to move at all. Either way you're suffering entangled penalties. Even if you make the save, you have to make a Strength check of at least DC 15 to move 1 square as a full round action.
At 3rd level, when a wizard can first cast Web, creatures are hardly guaranteed to be able to make that check at all. Even if they make their save, and their check, it's a DC 30 check to exit the web in one round if you're caught at the center. More than likely, a creature will spend 4 or 5 rounds doing nothing but trying to escape the web.
Spell resistance doesn't help either, nor does magic immunity. Even at high levels, against creatures with enormous strength who are guaranteed to make their save, the creatures have to spend a full round extracting themselves, which is almost as good as an AoE stun, at the paltry price of a level 2 spell slot.
At that point, they're easy pickins for even a lowly wizard with a crossbow, let alone a fighter or the rogue. Sure, the rest of the party contributes, but only by mopping up after the wizard has won the fight for them. Web is one of the best spells to trivialize a fight. In fact, I can't think of a single time that Web was cast that it didn't trivialize combat (and I've seen a lot of Web spells cast).
Not every game jumps nonstop from adventure to adventure at breakneck speed. I don't think the game should break just because the DM decides that going from level 1 to 20 is more reasonable over a span of 20 years of game time, as opposed to two months.
I don't think balance should require someone to be a team player. There is plenty of basis in fantasy for the loner who grudgingly tags along with the party, but isn't a team player. The game shouldn't break just because Joe decides he wants to play a Raistlin-esque wizard instead of a member of the Scooby-gang.
That's why balance is important.
It is your opinion that web trivializes fights, my groups opinion is that web can make a combat more manageable and I am often asked my other members of the group to cast it and I have asked wizards to cast it when I am the fighter. It can be a very effective tactic to help the entire party deal with a lot of numbers of enemy combatants.
If your group does not like it then simply don't use it ask the wizard not to cast it. DMs can take out any spell they want which I prefer far more than what they did in 4E which gave people who don't agree that they want magic to mirror the way it is to either accept , do major house rules to fix it or the easier thing stay with 3.5 or go to another system that works the way we prefer our magic.
I said before that I think the item creation is to easy in 3E and needs to be reined in. I think the fact that you can so easily make items that get you around the limitations imposed on casters is the reason that some people find 3E magic to be over powered. Take those away and you will find a lot less issue with it.
Most of the DMs I game with have house rules for handling this.
There is a big difference in playing a loner type character who tags along with the party and taking spells just to screw over another player's character. One is role playing the other is being a jerk.