The core issue is for many monsters, they cannot realistically generate equal power as a fully rested party of adventurers to convert their Easy encounter to a Deadly encounter without setting help.
And most settings don't.
3 goblins cannot find 50 goblins in 6 hours and bring them back in 2 more hours after their cave is fireballed.
2 bandits cannot return 10 other bandits, 3 captains, 2 bandit mages, and a bandit lord in 8 hours.
1 ogre cannot spontaneous summon 3 more ogres and a ogre magi.
I don't know. I guess we'll have to agree to disagree. If you think goblins only live in clans of three, and no other goblins within three hours can be found, then we just disagree. That, to me, sounds like a very odd world. A goblin, especially a greedy one, could go persuade many goblins to come to their aid if there was a bunch of treasure wielding adventurers trapped in a bubble that was about to burst. As for bandits, maybe they can, maybe they can't. It depends on the size of the bandit camp or if they belong to a thieves' guild. Again, the adventurers' treasure, and maybe even a ransom, might make it worthwhile. And ogres, I agree. They are more of a wandering creature. But, what about these creatures? What if the party meant them harm, and used LTH in a place they were spotted near their lair? Could they do something?
Aarakocra
Aboleth
Angel, Deva, Planetar, Solar
Animated armor, animated sword, animated rug
Ankheg
Azer
That is just the A's of the MM, and seven out of eleven
can indeed make life miserable for the party. And I conceded the point that against most "dungeony" monsters, it is awesome protection. Almost too good? Yes, until you look at all the downfalls. (Although, I would hate to have a group of basilisks outside the hut forcing everyone to just do saving throws.

)
But most DMs populated their settings with idiots, beasts, and martials. Idiots and beasts are dumb. Martials can't nova and 5e designers were afraid to allow martial to supernaturally do logistics.
This is why every thief in my setting is a member of a guild, every raider from a nearby horde, every warrior and brute a member of a nearby army which teleportation access.
Because if a monster group isn't caster heavy, a party can safely nova down a huge chunk of them knowing either they can't replenish faster than them or the DM has to commit to putting casters all over their world.
This is why the "grounded low magic settings" rarely make sense at height levels in modern D&D and fantasy RPGs.
I guess I just have a hard time understanding the setting people are playing in. Forgotten Realms is supposedly the most popular, and in it, most dungeons or quests have intelligent bad guys that want the adventurers dead.
And this is also pretending that narrative pacing has zero effect on the players. (I have never seen a group not respond to it, such as in Hoard of the Dragon Queen or The Rise of Tiamat.)
The point is, with narrative setting the pace sometimes, intelligent foes (which are everywhere), magic wielding enemies, and homefield advantage because it's their home being invaded, I just don't see how anyone can think that a group of players could do it to be fresh for every battle. It is literally impossible if the DM uses any fidelity. One or two bad outcomes from using the spell in an obvious dangerous area would prevent it from ever happening again. And those outcomes, they would be logical if the world felt real.