I really like those "ribbon" abilities, and I think the OSR influence in 5E's development process definitely affected that. I still think the "iconic" spells didn't need to be overpowered, but I definitely dislike OneD&D's turn towards standardisation.One of the things I liked early on about 5e was its willingness to be a little weird and quirky... to have a Wild Magic table that turned you into a plant, but also have the first three levels be genuinely dangerous... to have legacy spells be just a little more powerful, but also to have these Backgrounds that just give you free shelter or transport. I like that quirkiness! I wonder now if that's a product of the different factions wanting the game to be different things.
As for which factions had a hand in this, we'll never know. But I'm guessing whichever faction had this effect lost their influence around the time for Tasha's Cauldron of Everything. Mike Mearls was promoted away from the D&D team at around the same time, so maybe he had a hand in this, but who knows?