Again though this is the common argument I see with counterspell, people wanting to "adjust" the game for this one spell. Oh you should make your monsters X way because of counterspell.
Always make sure your fights are greater than 60 feet.....because of counterspell.
Why does this one spell get to dictate so much of the game?
Tbh, I don’t care? Like not that I don’t care that it bothers you, I get that and it sucks. I just don’t care that Counterspell has an impact on the game.
At most, it’s an argument for making it part of the Spellcasting rules rather than being a spell itself.
It, dispel magic, dietect magic, and identify, should all be packaged in skills or in the general rules for Spellcasting,
Heck in my games you have a “Spellcasting Check Bonus”, which is what you use for all those functions, and it’s fantastic. Being trained in the appropriate magic skill (Arcana, Nature, Religion) can give advantage on some Spellcasting checks particularly detect and identify checks), and the Spellcasting (or pact magic) feature allows you to do the more active checks, which can also benefit from spending spell slots.
But we ran counter and dispel RAW for most of the last decade, and it’s never been an issue.
Regardless of whether anyone has it prepared, we build Spellcasting enemies to have resources other than spells and spells that use multiple action types, legendary enemies can generally spend an extra LA to cast a leveled spell as an LA (so 1 for a cantrip and 2 for a leveled spell), NPCs have things PCs can’t gain from their class like an Arcane Mirror that has a chance to throw a spell back at its caster, etc, because the game RAW just doesn’t build monsters and encounters well, and challenging spellcasters is part of that.
But we don’t always even have anyone with Counterspell in the party.