That has nothing to do with what Micah said. Micah said he was told this is not what modern DND fans want. That has nothing to do with what you're talking about.
How does it not? He is straight-up saying that others argue that, today, the many brand-new fans
need D&D to retain the accumulated cruft of generations (which is something 5e actively sought), despite having zero frame of reference for those things. It's all the same idea.
i've suggested before that casters basically need their slots halved and martials need way more access to expertise and reliable talent(even if only on class apropriate skills) to raise both their skill floors and ceilings alongside guides for what can actually be achieved with skill checks.
sure magic can be reliable and effective but if it's going to be then it needs to be far less frequently useable than it currently is, then martials can take up the slack on all those things that choosing to use magic to solve it would merely be a convenience than a requirement, so yeah, your wizard can spider climb or fly up that cliffside but you'd rather the fighter climb up it with their +14 athletics and drop a rope down so you can keep that spell slot for something that actually needs magic, or when your last magical healer goes down you can bring them back up to positive HP with a madicine check.
I'm honestly not sure if this really fixes the problem? In part because it feels like just going back to a gameplay style where Wizards who actually cast spells are punished for, y'know, actually casting spells.
This is why I so vastly preferred 4e's rules for Rituals. Rituals were
separate from combat magic. Typical "spellcaster" classes (e.g. Cleric or Bard but
especially Wizard) got the feat for free and learned some free rituals and such, but if you wanted to cheese the hell out of the game, you had to sink actual
money into it. Real, durable
resources, rather than ephemeral spell slots that you can restore to yourself by taking a nice long nap.
The cost is no longer something the Wizard can eliminate. Gold spent on rituals remains spent. The rituals can still be quite powerful--I remember a group where we solved a particularly tricky logistical challenge because I had picked up a Bard ritual that was more or less "mass
phantom steed"--but using them is now a genuine
investment toward the group's success.
And you no longer have to
punish players for using such magic. If anything, they'll need
enticements to use rituals, because they'll see it as "wasting" gold that could have been spent on long-term magic items (even though few magic items are truly permanent!)