I do believe that's considered a plus by most.
That's right, because everyone always agrees with you.
Seriously, though, while a lot of D&Ders have no interest in low/no-magic campaigns/parties, it's hardly an unknown style of campaign, and having the capacity to handle it in no way detracts from being able to run in other styles, as instead. In particular, expanding that capability with non-core rules would have no impact on groups that simply didn't opt into that specific new material.
After all, what you said can be rephrased as "there's no difference between magic and not magic".
That changes the meaning substantially, so, no, it can't.
Which I guess can be said to be the must fundamental complaint against 4E of all.
The improvement in class balance did seem to be at the root of many such objections. But, there's no point re-hashing the edition war.
But, even were that infamous h4ter rant in any way true, 5e did not set out to be the h4ter edition, purged of all support for styles possible in 4e, it's meant to be the edition for fans of each & all past editions.
4e quite simply supported the style that came up, above, the non-magic-using party (and, by extension, low- and no-magic settings). 5e does not support the former nearly so well, offering very few, and not that varied choices to cover non-magic-using or non-supernatural PC concepts, which lead to parties with limited capacity to face typical levels of challenge. It's something that could be easily address with another class or two and more non-supernatural buidls, with more varied functions within the party. (As an aside, 5e does handle low-magic /item/ campaigns quite simply, so long as there are PCs with their own magical resources, while 4e had an optional rule, inherent bonuses, to do so - so 5e's not entirely hostile to low/no magic, it just lacks sufficient PC options in that arena.)
While you are technically true, in my experience the difference is vast.
The magnitude of the difference you perceive is obviously subjective, and would be influenced by factors like play style and the like, of course. Suffice it to say that 5e has some mechanics that offer non-magical healing, though fewer and less practical/effective than the mechanics 4e used to enable non-magic-using styles, and that it's default combats are generally less challenging than in prior editions. Those are facts, spinning or slanting them won't actually change them.