And there are still folks entrenched in the idea that, if your guy was a turnip farmer before he became a fighter, you are playing the game wrong!
I think the problem is actually that if your turnip farmers (or militia members or even town guards) have fighter stats, your fighter doesn't feel like a Fantasy Hero, he feels like a turnip farmer (or a militia member or a town guard).
Which is part of the problem of a wizard vs. warrior separation -- your wizards never feel like they are turnip farmers. Even at their least powerful, they are able to
will an enemy to be hurt (magic missile!). And pretty quickly they can blast fire, fly, teleport, scry, make universes, turn into monsters, and summon demons to do their bidding.
But your fighter...well, he's a turnip farmer. Maybe even a
well trained turnip farmer. Oh yipee.
This is part of why the fighters need to feel more like Batman and James Bond and Conan than like turnip farmers, militia members, or town guards.
Fighter levels are a lousy mechanic to model NPC commoners, which is why mechanics like the commoner NPC class were invented, and why 4e advises you not to bother statting up NPC commoners at all, and gives you rules like Minions for when you do.
Even commoners that are "skilled warriors" (town guards, trained militia, even three-star generals advising kings who once won decisive military victories) aren't FIGHTERS, just like even Commissioner Gordon is not BATMAN.
Now, there might be NPC fighters who are rivals, foils, antagonists, allies, underlings, etc. Batman needs his Robin, and, eventually, retires and is replaced by another Batman.
All these characters are much more powerful than a trained militia member. They are fantastic and unrealistic. That is what D&D fighters need to be if they are to rival the warriors in fantasy literature. That is part of why beet farmers, militia members, and town guards shouldn't be fighters (though a fighter could have been any of these in her past).