I don't think the Control spells are ruining the game, primarily because I don't think most players focus on them as much as they could to have that sort of impact on the game.
Yes, it's technically more optimal if you crunch the numbers involved with the impact on combat in, for example, the use of Hypnotic Pattern a large group of foes and then focus fire on just one at a time (though smart foes will just slap their allies awake from it).
But realistically, a lot more players just find it more fun to Fireball that same group. The Fireball is less optimal if you run the numbers as a generalization for an average group, but a lot more fun to roll a bunch of dice and damage a lot of creatures.
And I think, at most tables, the Control spells just are not used as often as you'd think from their potential impact on the battles.
My viewpoint of Fireball being kinda crap is a bit more common elsewhere than I thought.
Newbies use it because its fun.
ENworlds full of people who dont actually play, reach the high levels or DM.
People aren't using it butvtashas mindwhip on a Sorcerer is almost the only spell you need.
A bad wisdom save means the creature isn't worth its CR. +6 with advantage isnt that great later on. A lot of creatures dont have +6 with advantage.
Proper defenses are lacking on mot creatures below CR 20. They need way better saves, greater spell resistance or immunity to paralysis, stun.
Force and radiant damage essentially has no resistances or immunity. Unless youre fighting angels for Radiance.
The biggest offenders.
Tasha's Laughter, command
Hold person
Slow, hypnotic pattern, fear
Hold monster
Tasha's Mindwhip would be another contender if people bothered using it. Throw in a Sorcerer with Twin and heighten spell to make it worse.
You still need to keep damage up though. Spellcasters kinda suck at that outside very narrow builds level 10+.