But those aren't Stories. Those are just different Standard Operating Procedures.LTH? A ranger relying on their woodcraft to select a safe spot to sleep and camouflaging it serves the story. The wizard not even spending a spell slot to pop up an indestructible tent does not.
Darkvision? The dwarf accustomed to dark passageways, snorting at his colleagues whose eyes do not adjust as his do, that’s a pretty good story. So is having the dwarf go first instead of the rogue because his darkvision makes him more likely to see traps. A party where everyone except the dragonborn can see in the dark is just not as interesting.
A wizard who focuses on abjuration spells and is a powerhouse with those, but weak with other magic makes a great story. Most of the wizards I see pull their spells from the most recent “10 most overpowered spells” video.
On more story-oriented games, high magic both tends to be a story breaker and distort how NPCs react. The king being assassinated is not a big deal when the court cleric can just cast an auto-success Revivify!
A ranger finding food and shelter? Are you going to play that out every single night? Yes, the first time might be interesting... but after like the third time most modern players won't care about it anymore. So it'll be handwaved-- you find food and shelter. Which is no different than the wizard using Tiny Hut. The Standard Operating Procedure during gameplay is no different.
A dwarf having darvision when no one else does? Sure, the WHY he has darkvision might be interesting from a character perspective... but during gameplay? It means everyone breaks out torches and Light spells and the party proceeds no differently than if everyone is using darkvision. So once again, the Standard Operating Procedure during gameplay is no different.
And if your players keep selecting the "10 most overpowered spells" each and every time... why does that matter? Are they able to get past whatever encounters you throw at them as part of the Story? Isn't that then up to you to change the Story so that they can't just rely on their Standard Operating Procedures (if indeed that is an issue?)
And as far as the King being assassinated... you're the DM. If that's the Story, then why is there a Court Cleric there in the chambers at all, or why does Revivify actually work? You can set up the assassination however you want, and give any reasoning why he wasn't able to be brought back from the dead. That's the glories of being the Dungeon Master. You don't have to play by only the rules within the 3 books... you can make up and play any type of rules and game you want. If you want the King dead because the Story that comes out of it that the players then get involved with... then the King is dead and the Story can progress. That's the entire crux of 5E gameplay.