Yep. D&D is a combat game and thus they put most of the rules and time into making combats as interesting as they can (within the D&D model). If people want less fighting and more social/exploration... there are better systems out there geared towards those standards that should be used for a more effective result.
I think this may be part of why I'm noticing it more now.
Though, it's odd (to me) that a game focusing so much on a combat system is producing somewhat bland combat.
Our group certainly isn't opposed to combat. But we
are opposed to burning several sessions on resolving a combat, especially when we have other aspects of the game we'd also like to get to. I think, to some extent, this puts pressure on a few of us to optimize -so as to make combat faster.
A lot of our combats devolve into the enemy swinging at PCs with high AC (and missing) and the PCs hitting often, but whittling away HP.
I've also noticed that higher level 5E seems to swing back and forth between 3E "problems" and 4E "problems." In 3E, "rocket tag" became a thing at higher levels. In 4E, my usual group had a tendency to steamroll encounters -even against supposedly deadly foes. It's a combo which produces a weird swinginess that (for me personally) isn't very engaging at either end.
Some of it might also be that (it appears) our tastes are starting to embrace breadth of play more than the usual 1-20 mode of advancement.