I like what this guy said. Designers, make it so!The fighter doesn't need to be removed. It needs to be protected.
Whatever we decide to make the fighter good at, it must be the BEST at and make it viable in all combats (as it is a combat class).
If fighters are the Damage class, give it the highest damage and make damage dealing a good option.
If fighters are the Weapon Accuracy class, give it the highest accuracy and weapon attacks a strong choice.
If fighters are the Armor Class class, give it the highest AC and make AC tanks viable at all levels.
If fighters are the Hit Point class, give it the highest HP and make HP tanks viable at all levels.
What is a fighter that is just a warrior? And how do we make him an unique type of adventurer?
The problem is that even if the fighter is all of these he's still the most useless class in the game because he can't DO anything besides hit stuff with a hunk of metal. He can't move obstacles out of the way, he can't talk his way around a fancy dress party, he can't stop a demon from carrying a princess back through a hellish portal.
By roleplaying him.
So, should we go back to a generic "magic-user" class and make warlocks, sorcerers, illusionists, necromancers, maybe clerics, all part of that?
Or, why distinguish fighters from magic-users in this inherently magical world? Why not make one "adventurer" class that can, through options, model many different archetypes, from gishes to knights to scholar-wizards to illusionst-rogues?
I don't think there's a "right" or "wrong" answer per se, but I do think it's a question of how class-based you want to be. One generic "fighter" as its own class can imply a whole lot of classes that should probably be more generic than they are as of 3e/4e (which, you could argue, is part of why 3e and 4e have class bloat: classes are generally not as generic).
You could maybe try a middle ground. Start really generic and broad, and just have "packages" that come pre-made as classes, with people who want to dig into the detail a bit able to customize. That might be really hard to pull off in a balanced way, though.

The version of D&D that did in fact ditch the fighter class was Arcana Unearthed. Not sure how that worked out overall.
So every other class in the game has special abilities that let them do cool things just by declaring it so but the fighter must use roleplay to be anything more than a somewhat mediocre summon? Are you implying other classes can't use roleplay to the exact same extent to do the exact same things except more because they also have game-system provided powers?
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.