I would imagine, if pressed, some of the people in favor of an attack roll for touch spells would rather go back to "need to hit and the target gets a save" design, like how 3e Inflict Wounds worked. 5e sought to streamline this process, ditching some die rolls and hopefully making these sorts of spells more reliable, but from the arguments I'm seeing, it appears that some in this thread want spells to go in the opposite direction.
My only point of contention with that is, let's not do that before the game also allows you to solve problems without magic. For it's entire lifespan, there have been problems that pretty much require magic to fix- oh your all-martial party fought a medusa? Uh....quick, let's have a spellcasting NPC they can find, or make up something about smearing the medusa's blood on the statue!
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I've been converting some old modules to 5e lately, and I'm always floored when the module presents a problem that can only be solved via very specific spells (or worse, spells that the party won't even have access to)!
UK1 for example has this bit where it's like "uh, you could solve this problem with dispel magic. Mind you, the adventure is for levels 4-7, so you might not even have anyone who can cast the spell, and even if you do, the effect was cast by a 20th level archmage..."
Like, uh, what are you supposed to do if you don't have this particular magic bullet lined up? Or you do, but you fail because the bar was set too high? The answer some people seem to have is "oh well, better luck next time", lol. Which I mean, if it works for them, fine, but I have serious reservations about basically telling my players to "roll good or else". Especially if I would have to step outside the game's rules to put them in that situation!