Play in character, earn inspiration, use attack roll spells with advantage.
That's just one way of gaining advantage though. Familiars can use the Help action to grant advantage . The best use of Attack rolls spells is to wait until you have advantage. Yes, you can still miss. But a hold person spell can fail to work too. Also, if you don't have a great spellcasting stat or tend to Stork your rolls then don't get those type of spells.
Our group does not avoid attack roll spells. But I would see that someone who is a D&D numbers geek would realize that the odds of hitting are typically slightly worse than the odds of failing a save at low levels for foes that spell slots are worth using on.
For example, most saves are in the +0 to +2 range, even for bosses and lieutenants. So, a DC 14 low level save will often be missed 55% to 65% of the time. That same +4 to hit against AC 12 to 16 will hit 45% to 65% of the time (less if the foe is real tough with an AC of 18). Except for a few brutes with low AC, the save spells tend to work better than the to hit spells.
Playing the odds means using save spells instead of to hit spells, but not by a lot.
The opposite is true if the caster uses his damage spells mostly against mooks. In that case, real low AC means that the odds of hitting are higher than the odds of failing a save.
This is a good analysis, except that your spell attack modifier is generally 2 points higher than your save DC since save DC is 8+ability+proficiency. E.g. if your save DC is 14 then your attack modifier is a respectable +6.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.