Its more a brand new game but I get your meaning
The principle issue I think is mostly that all Martials rely on and center around basic attacks, which to make an analogy is like the formless grey nutrient cube to the varietys of Cheesecake Factory overindulgence that is most magic in DND. Not a lot to them, and what few riders (like Rage or Battlemaster maneuvers, or the new Weapon Masteries) can be added either aren't satisfactory or too fiddly or both.
Which is incidentally what lead me to design my martials the way I did. Things wed call maneuvers in 5e are all just the various varieties of basic attacks in LNO, and abilities like Smash!, Battle Combos, or the Cunning Act all integrate with and enhance them. While the three core classes I described have a clear hierarchy of complexity, within each you could choose how much complexity you want relative to the class.
A Barbarian can just make their repeated Smash! and Slam! moves with a basic strike and not really think about it, or they could make use of the different basics to vary up the playstyle. Likewise a Warrior can just spam one Technique and call it a day, or they can go for different combos and get the most out of chaining them between enemies. And the Rogue runs down the middle with an improv take that can be as complex or braindead as one prefers. And while most of what I put in as explicit possibilities doesn't really approach anime gonzo type stuff, you could easily do that.
Someone on Reddit called this sort of thing "inherent customization", something Mages get already just by the nature of spells and whether or not one just wants to blast or think.
But beyond all this, the thing I think really underpins this whole issue is that of picking a genre and sticking to it. Ive been of the opinion that magic as designed in 5e (and arguably in DND in general) has been violating the genre its meant to occupy; as such jacking up martials to match just further violates it, and that is where I think a lot of the dispute over whats appropriate and how far it should go lies.
People may not like the idea of nerfing magic (and in particular, utility magic) into the ground, but its kind of necessary unless we're ready to acknowledge that clashing genres together (particularly ones very far apart) isn't going to work, and thus just embrace DND as mythic fantasy rather than the mix of epic and sword/sorcery fantasy.
You can't really keep magic as is without violating the genre, and the same goes for martialing, just in the other direction.
If WOTC (and Hasbro) had any conviction to stand by their own ideas rather than the heavily divided whims of the community, then they could pick a lane, deal with the loss of whose who don't like it, and still have a successful franchise that will only get stronger when the resultant games are all the better for it.