The issue is that the best druid spells are concentration, and you need to be standing next to an enemy at the end of your turn. So there is a high risk of losing Spiked Growth.
Maybe if there was a rogue with sentinel, world tree who could pull you away, or you where in small corridors.
But better off with Star -> Archer most of the time IMO.
The druid doesn't need to be standing next to an enemy at the end of the turn. Only when they spend that bonus action because of the range. The druid can take the action, bonus action, and movement in any order. A sea druid could, for example, spend the bonus action first to manifest Wrath of the Sea and apply it's effects to deal damage pushing an adjacent enemy back up to 15', move away to increase distance, then cast a spell taking a magic action like casting entangle. That's a defensive use.
If they save against wrath of the sea try again with thunderwave before moving.
Or if the druid builds a decent AC and CON save push enemies into the spike growth they're maintaining.
I agree that getting close to enemies on a druid is risky and often a poor choice. Wrath of the Sea does better single target damage than the archer constellation, but it's the push effect that provides some value.
I think land, moon, and stars are each better than sea. If someone does want to play sea for whatever reason they'll be centered around a bonus action that does damage at adjacent enemies and includes that push effect.