That unreliable combat math is exciting because its not predicable across the entire adventure. Adventure day is a marathon not a sprint so obviously it isnt gonna work entirely the way you want an encounters based game to. 5E is trying to give us both what we want, but I suspect neither will ever be entirely satisfied.
That is why I said I was "unsure" if daily attrition is a "benefit". Maybe the unpredictability is a benefit, at least according to the personal taste of some.
Because a daily caster can choose to go nova or not, any particular encounter can be trivialized. This choice that dailiers have makes combat math difficult or impossible.
Math is not unreliable, it is more reliable. Balancing around full-resource encounter whilst keeping the fights still challenging means the game becomes very randomly deadly. Or alternatively fights become pointless.
In other words, little or no combat math.
And if you assume attrition, there is no reason why you cannot balance different classes with it.
During 4e and 2014, player feedback was often highly resistant to giving Fighters daily powers because it felt too magical for them.
Maybe in 2024, the Proficiency Bonus times per day is a compromise, but this comes with very much bookkeeping if a number of Fighter powers work this way.
How about healing? Is it impossible for characters to sustain injuries that could not be instantly shrugged off in most fantasy fiction?
Healing is its own narrative and balance issue. After 4e, 2025 seems to be getting used to the idea of spending hit dice. Also, I like the way the new Exhaustion mechanic works. As DM I can impose it without feeling too guilty, and it might signify injuries once reaching zero hit points, without too much of a death spiral.
Then again, there are still no "broken bones" in D&D, mechanically speaking.
TV shows are not games and more importantly they are not games that involve multiple people. While RPGs lean on genre conventions, they also have to produce unpredictable outcomes. Perhaps a storygame where you have better control over the narrative would be more enjoyable?
Sure, but if you are arguing from the perspective of good game mechanics, then wonky disparity between Fighter and fullcasters is dubious.