I mean all martial classes mostly out of combat, even though in combat is actually a bit of a problem too, though to a lesser degree.
Rogues are something of an exception since they have expertise so they do get really good at their schtick.
The problem pops up in combat too. For example a fighter gains some white room efficiency as they level up. They go from X dpr to X+Y dpr. But a wizard goes from not being able to shut down a single opponent with Forcecage to being able to shut down a single opponent with Forcecage. The growth here is infinite. And there is no chance of failure.
Sure. But level 6/7/8/9 spells are restricted highly, and in the designed 6-9 encounter day you get to use at most 1 per encounter on average.
Forcecage works on creatures up to a certain size, and slightly larger if they have no ranged abilities, and doesn't work on certain types of foes.
The high level fighter, if we assume modestly optimized, is doing 30 damage per swing 4 times per round (120) with an extra 4 swings 6 times per day. A ~240 damage attack round is often better than a force cage, and the fighter gets more of those per day than the wizard gets forcecage-tier and above spells.
(Battlemaster Fighter with precision attack using a flaming greatsword (rare) with a belt of fire giant strength (very rare) does 4d6+17 damage per hit (31) and has a +8 (+optional 1d12) accuracy. This is modest gear for a level 20 PC, and modest optimization.)
Wizards pulling off 120 potential damage in a round on a single target using only "spammable" low level spells is a challenge. If they are using high level slots, their rival is 240 not 120.
And yes, fiat abilities are strong. But they are at least somewhat restricted in 5e. I'd love for non-spellcasters to have more fiat abilities.
Like, Indomitable should be legendary resistance (you can choose to pass 3 saves a day that you otherwise failed). The dump of Ability Score Improvement in the fighter should have been discarded unless they had a pile of high-tier feats to match it at design time.
Kangaroo Blood: (Requires athletics proficiency, level 11+). Increase your Constitution by 1 point. Your jumping distance is doubled. In addition, once on your turn you can expend a HD and jump your full movement speed plus a roll of that HD in addition to your movement. When you make a melee weapon attack and are at least 20' away from where you started your turn, you have advantage on the attack roll.
but that kind of thing was nixed by "super gritty grognard" fear of designers.