And let's not forget the bad guys can use disengage too
Especially those frigging goblins aaaaaarggggggghhhh!!!!!!

And let's not forget the bad guys can use disengage too
It's easy to think this.
However, I feel the advantages outweigh the cracks in verisimilitude: high mobility makes for a fun, exciting fluid game; while static combat tends to be dull.
Anything that encourages characters to move about is good, in the end analysis.
I prefer a realistic approach, and meaningful decisions - the randomness that comes with the risk of taking an OA. Just wandering about the battlefield free from risk is what I find too easy/boring. It takes the tactics of positioning out of the game when anyone can reposition anywhere at anytime. Too much easy mode for new players imo.
There are some combat options to pass through a foe's space as difficult terrain by spending a bonus action and winning an opposed roll.Using Disengage does not allow you to move through an enemy's space, however. So if they are blocking a door, you wouldn't be able to exit through it just by using Disengage.
Dodge ends if the dodger gets grappled. If someone is trying to get foes to expend their reactions, dodging can be helpful, but relying on it ain't so hot.Tactically speaking dodge is often a better choice. If you can provoke a few OAs this limits the reactions of your enemies for your allies AND dodge continues to be useful until your next turn.
Let's say you have two enemies, each with three attacks. I'd rather give them each 4 attacks at disadvantage than 3 normal. Plus if you have an ally that might want to act and move it is better for him.
Dodge ends if the dodger gets grappled. If someone is trying to get foes to expend their reactions, dodging can be helpful, but relying on it ain't so hot.